Example #1
0
        // Given three colinear points p, q, r, the function checks if
        // point q lies on line segment 'pr'
        private static bool onSegment(LogicVector3 p, LogicVector3 q, LogicVector3 r)
        {
            if (q.x <= MathUtils.Max(p.x, r.x) && q.x >= MathUtils.Min(p.x, r.x) &&
                q.z <= MathUtils.Max(p.z, r.z) && q.z >= MathUtils.Min(p.z, r.z))
            {
                return(true);
            }

            return(false);
        }
Example #2
0
        // To find orientation of ordered triplet (p, q, r).
        // The function returns following values
        // 0 --> p, q and r are colinear
        // 1 --> Clockwise
        // 2 --> Counterclockwise
        private static int orientation(LogicVector3 p, LogicVector3 q, LogicVector3 r)
        {
            // See https://www.geeksforgeeks.org/orientation-3-ordered-points/
            // for details of below formula.
            //long val = (long)(q.z - p.z) * (long)(r.x - q.x) - (long)(q.x - p.x) * (long)(r.z - q.z);

            long val = (long)(q.z - p.z) * (long)(r.x - q.x) - (long)(q.x - p.x) * (long)(r.z - q.z);

            if (val == 0)
            {
                return(0);           // colinear
            }
            return((val > 0) ? 1 : 2);
        }
Example #3
0
        static void Main(string[] args)
        {
            LogicVector3 p1 = new LogicVector3(23630, 2000, -21215);
            LogicVector3 q1 = new LogicVector3(37702, 2000, -21115);
            LogicVector3 p2 = new LogicVector3(-251414, 2000, -27466);
            LogicVector3 q2 = new LogicVector3(-181414, 2000, 93774);

            //LogicVector3 p1 = new LogicVector3(-124705, 2000, -122537);
            //LogicVector3 q1 = new LogicVector3(-117868, 2000, -130577);
            //LogicVector3 p2 = new LogicVector3(-340000, 2000, -20000);
            //LogicVector3 q2 = new LogicVector3(-270000, 2000, 101240);

            bool b = doIntersect(p1, q1, p2, q2);
            //Console.ReadLine();
        }
Example #4
0
    private void OnDrawGizmos()
    {
        LogicVector3 p = start + new LogicVector3(moveX, moveY, moveZ);
        LogicVector3 q = end + new LogicVector3(moveX, moveY, moveZ);

        Gizmos.color = Color.green;
        Gizmos.DrawLine(new Vector3(p.x, p.y, p.z), new Vector3(q.x, q.y, q.z));

        Gizmos.color = Color.red;
        Gizmos.DrawSphere(new Vector3(center.x, center.y, center.z), radius);

        bool b = IntersectSegCircle(center, radius, p, q);

        Debug.LogError("================== " + b);
    }
Example #5
0
        // The main function that returns true if line segment 'p1q1'
        // and 'p2q2' intersect.
        private static bool doIntersect(LogicVector3 p1, LogicVector3 q1, LogicVector3 p2, LogicVector3 q2)
        {
            // Find the four orientations needed for general and
            // special cases
            int o1 = orientation(p1, q1, p2);
            int o2 = orientation(p1, q1, q2);
            int o3 = orientation(p2, q2, p1);
            int o4 = orientation(p2, q2, q1);

            // General case
            if (o1 != o2 && o3 != o4)
            {
                return(true);
            }

            // Special Cases
            // p1, q1 and p2 are colinear and p2 lies on segment p1q1
            if (o1 == 0 && onSegment(p1, p2, q1))
            {
                return(true);
            }

            // p1, q1 and q2 are colinear and q2 lies on segment p1q1
            if (o2 == 0 && onSegment(p1, q2, q1))
            {
                return(true);
            }

            // p2, q2 and p1 are colinear and p1 lies on segment p2q2
            if (o3 == 0 && onSegment(p2, p1, q2))
            {
                return(true);
            }

            // p2, q2 and q1 are colinear and q1 lies on segment p2q2
            if (o4 == 0 && onSegment(p2, q1, q2))
            {
                return(true);
            }

            return(false); // Doesn't fall in any of the above cases
        }
Example #6
0
    private bool IntersectSegCircle(LogicVector3 center, int radius, LogicVector3 p, LogicVector3 q)
    {
        //一元二次方程 a(x^2) + bx + c = 0
        center.y = 0;
        p.y      = 0;
        q.y      = 0;

        LogicVector3 d = q - p;
        LogicVector3 f = p - center;

        int  a            = LogicVector3.DotD4(d, d);//必然 > 0,有最小值
        int  b            = 2 * LogicVector3.DotD4(f, d);
        int  c            = LogicVector3.DotD4(f, f) - (int)(((long)radius * (long)radius) / MathUtils.iPointUnit);
        long discriminant = (long)b * (long)b - 4 * (long)a * (long)c;

        //方程有解
        if (discriminant >= 0)
        {
            int value_0 = c;
            int value_1 = a + b + c;
            //在[0,1]上存在值
            if (value_0 > 0 && value_1 < 0)
            {
                return(true);
            }
            if (value_0 < 0 && value_1 > 0)
            {
                return(true);
            }
            if (value_0 == 0 || value_1 == 0)
            {
                return(true);
            }

            //最小值时,0 <= -b/2a <= 1, 且 a > 0 (必然)
            bool bMinIn01 = false;
            if (-b <= 2 * a && -b >= 0)
            {
                bMinIn01 = true;
            }

            if (bMinIn01)
            {
                //最小值为value = (4ac-b*b)/(4a), 因 discriminant = b*b - 4ac 且 discriminant >=0
                //如discriminant > 0 ,4ac-b*b <= 0, 符号由-4a决定
                if (discriminant == 0)
                {
                    return(true);
                }
                else
                {
                    //value_sign_min = -4 * a; 必然 < 0
                    if (value_0 > 0 && value_1 > 0) //value_0和value_1 必然同时 > 或 < 0
                    {
                        return(true);
                    }
                }
            }
        }

        return(false);
    }