Ejemplo n.º 1
0
        /// <summary>
        /// Checks for collision between two figures/shapes with the use of SAT (Seperating Axis Theorem), and returns the pushvector, which is zero if there is no collision.
        /// </summary>
        /// <param name="edgesFigure1"></param>
        /// <param name="posFigure1"></param>
        /// <param name="edgesFigure2"></param>
        /// <param name="posFigure2"></param>
        /// <returns></returns>
        static public Vector2 CheckV2(Vector2[,] edgesFigure1, Vector2 posFigure1, Vector2[,] edgesFigure2, Vector2 posFigure2)
        {
            //Gets the axes for both figures.
            Vector2[] axes1 = Normals(edgesFigure1);
            Vector2[] axes2 = Normals(edgesFigure2);

            //The push vectors
            List <Vector2> axisNorms = new List <Vector2>();

            // loop over the axes1
            for (int i = 0; i < axes1.GetLength(0); i++)
            {
                Vector2 axis = axes1[i];
                // project both shapes onto the axis
                Projection p1 = FigureProjection(edgesFigure1, axis, posFigure1);
                Projection p2 = FigureProjection(edgesFigure2, axis, posFigure2);
                // do the projections overlap?
                if (!p1.Overlapping(p2))
                {
                    // then we can guarantee that the shapes do not overlap, so return a vector with 0 in length
                    return(Vector2.Zero);
                }
                else
                {
                    double  pushScalar = p1.OverlappingV2(p2);
                    Vector2 norm       = Vector2.Normalize(axis);
                    axisNorms.Add((float)pushScalar * norm);
                }
            }
            // loop over the axes2
            for (int i = 0; i < axes2.GetLength(0); i++)
            {
                Vector2 axis = axes2[i];
                // project both shapes onto the axis
                Projection p1 = FigureProjection(edgesFigure1, axis, posFigure1);
                Projection p2 = FigureProjection(edgesFigure2, axis, posFigure2);
                // do the projections overlap?
                if (!p1.Overlapping(p2))
                {
                    // then we can guarantee that the shapes do not overlap, so return a vector with 0 in length
                    return(Vector2.Zero);
                }
                else
                {
                    double  pushScalar = p1.OverlappingV2(p2);
                    Vector2 norm       = Vector2.Normalize(axis);
                    axisNorms.Add((float)pushScalar * norm);
                }
            }
            // if we get here then we know that every axis had overlap on it
            // so we can guarantee an intersection

            //Finds the smallest push vector
            Vector2 pushVector = new Vector2(1000000, 0);

            for (int i = 0; i < axisNorms.Count; i++)
            {
                if (axisNorms[i].Length() < pushVector.Length())
                {
                    pushVector = -axisNorms[i];
                }
            }

            //Returns the push vector
            return(pushVector);
        }
Ejemplo n.º 2
0
 /// <summary>
 /// Returns a push scalar.
 /// </summary>
 /// <param name="other"></param>
 /// <returns></returns>
 public double OverlappingV2(Projection other)
 {
     return(this.Max - other.Min);
     //return (this.Min < other.Min) ? (this.Max - other.Min) : (this.Min - other.Max);
 }