public bool AttackDetect(Ninja plr) { //projectile checks SPoint[] pHdr = new SPoint[8]; SPoint[] plBox; plBox = plr.GetHitBox(); int hbLen=4; float[] plAng ={0, Mathf.PI/2, Mathf.PI, -Mathf.PI/2}; bool hitflag = true; for (int i=0; i<8; i++) pHdr [i] = new SPoint (v [i].x + pos.x, v [i].y +pos.y); float atkLen = GetVNum (); for (int j = 0; j < atkLen; j++) if (!CheckAxis(pHdr [0], ang [j], pos, plBox, hbLen)) //no axis intersection hitflag = false; if((hitflag)) { return true; } return false; }
public virtual void AttackDetect(Ninja plr) { bool multiHitFlag = false; string hitText; //std::stringstream log; bool hitflag = true; int atkLen; int spI=0; int spJ=0; int hbLen=4; SPoint[] plBox; SPoint[][] spBox; float[] plAng ={0, Mathf.PI/2, Mathf.PI, -Mathf.PI/2}; int il = 0; il = attackBox.trackList[fHelper.atkType].iLength;//num of tracks AttkTrack aBox = new AttkTrack(); int polyHit=-1; plBox = plr.GetHitBox();//loads victim hitbox into plBox //each side is made from the vertices [i] and [+1] int numPoly = 0; //number of polygons in a track; int pInd = 0;//polygon index SPoint[] pHdr = new SPoint[8]; il = 1; if(!atkTmr.IsReady()){//only continue if an attack is out //attack checks for(int t=0;t<il;t++){//iterate through all sub tr //if(plr.CharName().CompareTo("PsySword")==0) // int ds=2;//checkpt if((fHelper.seqInd!=0)&&((fHelper.seqInd-1)!=t)){ hitflag=false;//do nothing, for now }else { aBox= new AttkTrack(); aBox.noHit=false; if(attackBox.trackList[fHelper.atkType].trackType==AttkBox.FLASH){ if(fHelper.frame>lastFlash){ for(AttkVtx av = attackBox.trackList[fHelper.atkType].aVtx[0][0]; av!=null;av=av.next){ if((av.frame==lastFlash)&&(av.next!=null)){ lastFlash=av.next.frame; attackBox.flashAtkRdy=true; attackBox.ResetHits (fHelper.atkType); while(av.next!=null) av=av.next; //av=null;//force exit } } } } attackBox.FetchFrame(fHelper.atkType, atkTmr.GetLen(), fHelper.frame, t, new SPoint(GetPos().x, GetPos().y), fHelper.IsFacingRight(), aBox);//fetches frame into aBox //aBox has its polygons separated into different tracks for efficiency //make a new SPoint array, spBox, to use checkAxis. hitflag=true; if(aBox.noHit==false){ //if(plr.CharName().CompareTo("PsySword")==0) // int d2s=2;//checkpt spBox=new SPoint[aBox.iLength][]; for(int i=0;i<aBox.iLength;i++) spBox[i]=new SPoint[aBox.jLength[i]]; aBox.FetchSPArr(spBox); if(ClashCheck(plr, spBox, aBox.atkAng)){ SPoint p1Vel = new SPoint(GetPos().x - plr.GetPos().x, GetPos().y - plr.GetPos().y).GetNormal(); float cRat = 0.2f; stats.motion.vel.x = p1Vel.x*cRat; stats.motion.vel.y = p1Vel.y*cRat; plr.stats.motion.vel.x = -p1Vel.x*cRat; plr.stats.motion.vel.y = -p1Vel.y*cRat; fHelper.airborne = true; plr.fHelper.airborne = true; return; } numPoly=aBox.iLength; bool hitCheck = false; for(pInd=0;pInd<numPoly;pInd++){//iterate per poly hitflag=true; atkLen = aBox.GetJlength(pInd); for(int j = 0; j < atkLen; j++) if(!CheckAxis(aBox.aVtx[pInd][j].pos, aBox.atkAng[pInd][j], plBox, spBox[pInd], hbLen, aBox.GetJlength(pInd)) ) //no axis intersection hitflag = false; if(hitflag)//test on the axis of the player hit box to confirm for(int j = 0; j < 4; j++) if(!CheckAxis(plBox[j], plAng[j], plBox, spBox[pInd], hbLen, aBox.GetJlength(pInd))) //no axis intersection hitflag = false; if(hitflag) hitCheck=true; } hitflag=hitCheck; //log.str(std::string()); /* for(int i=0;i<aBox.iLength;i++){//tidy up if(!aBox.noHit) delete [] spBox[i]; } if(aBox.iLength==0){ int ee = 2; //log.str(std::string()); } else if(!aBox.noHit){//make sure it was hit if(aBox.iLength>1) delete [] spBox; else delete spBox; spBox=NULL; }*/ }else hitflag=false;//abandon if(hitflag){ AttkData retOb = new AttkData(aBox.GetJlength(t));//initilize for holding vals Attack(plr, t, aBox, retOb); if(!retOb.noHit){ plr.GetHit(retOb); multiHitFlag=true; t=il;//force exit; one track hit } } } } } //seems the ideal place to determine pushback //if the difference in z is less than their average width if((Mathf.Abs(plr.GetPos().x-GetPos().x) < (plr.stats.size.x+stats.size.x)/2 ) &&(Mathf.Abs(plr.GetPos().y-GetPos().y) < (plr.stats.size.y+stats.size.y)/2) &&(!fHelper.airborne)&&(!plr.fHelper.airborne)) if(plr.GetPos().x-GetPos().x>0){ stats.motion.move.x-=0.1f; plr.stats.motion.move.x+=0.1f;} else{ stats.motion.move.x+=0.1f; plr.stats.motion.move.x-=0.1f;} }
protected virtual void Attack(Ninja plr,int tr, AttkTrack aBox, AttkData data) { //pHit is a bool array of flags that tell whether a sub-poly held collision //aBox is a modified track taken from current frame //plr is the player hit //check pnum else we cut Serenuity's sword if((plr.stats.id.num<100)&&(attackBox.trackList[fHelper.atkType].hit[tr][plr.stats.id.num])){//if this attack was recorded already data.noHit=true; //flag so this does not trigger impact return;//don't hit again } attackBox.trackList[fHelper.atkType].hit[tr][plr.stats.id.num]=true; bool isInBox=false; bool vNextInBox=false; AttkVtx iVt; bool[] cornerFlag = new bool[4]; SPoint[] hb = plr.GetHitBox();// double[4] for(int i=0;i<4;i++){ cornerFlag[i]=true; hb[i].x = hb[i].x-GetPos().x;//translate to origin hb[i].y = hb[i].y-GetPos().y; } bool emptyFlag = true; bool fullFlag =true;//assume true, disprove by counterexample SPoint vPos = new SPoint (); SPoint opp = new SPoint(); int vNext,vLast,jl, il; float nX, nY, lY=0, lX=0, vX, vY, ppX, ppY, ph2, pw2, diDist,vDir, vDmg, vMag, vWgt = 0; //add poitional value (for wgt=0) into data opp.x=plr.GetPos().x-GetPos().x;//used to store the centerpoint if(fHelper.IsFacingRight()) //for input into data opp.x-=(aBox.centre.pos.x); else opp.x+=(aBox.centre.pos.x); opp.y=plr.GetPos().y-GetPos().y+aBox.centre.pos.y; data.SetAVals(opp); il = aBox.iLength; //set data.abds as an sPoint holding the vertices for aBox.vtx //this is done purely for debug rendering //which will later handle 'data' data.aBds = new SPoint[il][]; for(int j=0;j<il;j++){ data.aBds[j] = new SPoint[aBox.GetJlength(j)]; for(int i=0;i<aBox.GetJlength(j);i++) data.aBds[j][i] = new SPoint(aBox.aVtx[j][i].pos.x-GetPos().x, aBox.aVtx[j][i].pos.y-GetPos().y); } emptyFlag=true; fullFlag=true; ph2 = plr.stats.size.y/2; pw2 = plr.stats.size.x/2; ppX = plr.GetPos().x; ppY = plr.GetPos().y+ph2; for(int i=0;i<4;i++)//assume true then prove false cornerFlag[i]=true; for(int p=0; p<aBox.iLength;p++){ jl = aBox.GetJlength(p); for(int v = 0; v < jl;v++){//loop through the second index vPos = aBox.aVtx[p][v].pos;//use this vertex to check whether it falls if((Mathf.Abs(vPos.x-ppX)<pw2)&&(Mathf.Abs(vPos.y-ppY)<ph2))// within hitbox emptyFlag = false;//can't be empty else fullFlag = false;//can't be full } if(fullFlag){ for(int v = 0; v < jl;v++){ int before = v-1; if(before<0) before=jl-1; diDist = Mathf.Sqrt(Mathf.Pow(aBox.aVtx[p][before].pos.x-aBox.aVtx[p][v].pos.x, 2) + Mathf.Pow(aBox.aVtx[p][before].pos.y-aBox.aVtx[p][v].pos.y, 2)); vMag = aBox.aVtx[p][v].mag; vDir = aBox.aVtx[p][v].dir; vDmg = aBox.aVtx[p][v].dmg; vWgt = aBox.aVtx[p][v].wgt; data.addVal(aBox.aVtx[p][v].pos, vMag, vDir, diDist, vDmg, vWgt); for(int i=0;i<4;i++) cornerFlag[i]=false;//none possible to be included } } else if(emptyFlag){ for(int j = 0;j<jl;j++){ diDist=1; vMag = aBox.aVtx[p][j].mag; vDir = aBox.aVtx[p][j].dir; vDmg = aBox.aVtx[p][j].dmg; vWgt = aBox.aVtx[p][j].wgt; vPos = aBox.aVtx[p][j].pos; vPos.x-=GetPos().x; vPos.y-=GetPos().y; data.addVal(vPos, vMag, vDir, diDist, vDmg, vWgt); } } else for(int v = 0; v < jl;v++){ vNext = (v+1)%jl;//circular array vPos = aBox.aVtx[p][vNext].pos; vNextInBox = ((Mathf.Abs(vPos.x-ppX)<pw2)&&(Mathf.Abs(vPos.y-ppY)<ph2)); vLast=v-1; if(vLast<0) vLast=jl-1; vMag = aBox.aVtx[p][v].mag; vDir = aBox.aVtx[p][v].dir; vDmg = aBox.aVtx[p][v].dmg; vWgt = aBox.aVtx[p][v].wgt; vPos = aBox.aVtx[p][v].pos; vX = aBox.aVtx[p][v].pos.x-GetPos().x;//all values translated to origin vY = aBox.aVtx[p][v].pos.y-GetPos().y; if(v==0){ lX=vX;//mustdefine these ahead of time lY=vY;//so the first dir is properly averaged } //in case the loop below is not entered if((Mathf.Abs(vPos.x-ppX)<pw2)&&(Mathf.Abs(vPos.y-ppY)<ph2)){//within the victim's hitbox diDist = Mathf.Sqrt( (lX-vX)*(lX-vX) + (lY-vY)*(lY-vY)); data.addVal(new SPoint(vX, vY), vMag, vDir, diDist, vDmg, vWgt); lX=vX; lY=vY; if(!vNextInBox){ iVt = InterpVert(aBox.aVtx[p][v], aBox.aVtx[p][vNext], plr); iVt.pos.x-=GetPos().x;//all values translated to origin iVt.pos.y-=GetPos().y; diDist = Mathf.Sqrt(Mathf.Pow(iVt.pos.x-vX, 2)+Mathf.Pow(iVt.pos.y-vY, 2)); data.addVal(iVt.pos, iVt.mag, iVt.dir, diDist, iVt.dmg, iVt.wgt); lX=iVt.pos.x; lY=iVt.pos.y; } } else { if(vNextInBox){ iVt = InterpVert(aBox.aVtx[p][vNext], aBox.aVtx[p][v], plr); iVt.pos.x-=GetPos().x;//all values translated to origin iVt.pos.y-=GetPos().y; diDist = Mathf.Sqrt(Mathf.Pow(iVt.pos.x-lX, 2)+Mathf.Pow(iVt.pos.y-lY, 2)); data.addVal(iVt.pos, iVt.mag, iVt.dir, diDist, iVt.dmg, iVt.wgt); lX=iVt.pos.x; lY=iVt.pos.y; } } for(int i = 0; i<4;i++){//check player corner axis vX = aBox.aVtx[p][v].pos.x-GetPos().x-hb[i].x;//all values translated to origin vY = aBox.aVtx[p][v].pos.y-GetPos().y-hb[i].y; nX = aBox.aVtx[p][vNext].pos.x-GetPos().x-hb[i].x; nY = aBox.aVtx[p][vNext].pos.y-GetPos().y-hb[i].y; if((fHelper.IsFacingRight())&&(nX*vY-vX*nY<0))//second part is a shortcut formula cornerFlag[i]=false; else if((!fHelper.IsFacingRight())&&(nX*vY-vX*nY>0)) cornerFlag[i]=false; } } //last step; add corners that retained their flag if(emptyFlag){//for now ; TODO: add case later for(int i=0;i<4;i++) if(cornerFlag[i]){ iVt = InterpCorner(aBox.aVtx[p], aBox.GetJlength(p), plr.GetPos()); iVt.pos.x-=GetPos().x;//all values translated to origin iVt.pos.y-=GetPos().y; diDist = Mathf.Sqrt(Mathf.Pow(iVt.pos.x-lX, 2)+Mathf.Pow(iVt.pos.y-lY, 2)); data.addVal(iVt.pos, iVt.mag, iVt.dir, diDist, iVt.dmg,iVt.wgt); lX=iVt.pos.x; lY=iVt.pos.y; } } } data.rollIntoAvg(); if (attackBox.trackList [fHelper.atkType].isVacuum) { data.isVacuum=true; } data.SetConOrigin(aBox.centre.pos); data.PlayerHitBoxInput(hb); }
protected bool ColDetect(Ninja plr) { if (gameWon) { if(Input.anyKey){ Application.LoadLevel ("menu"); foreach (GameObject o in Object.FindObjectsOfType<GameObject>()) { Destroy(o);} Application.LoadLevel ("menu"); } return false; } bool hitflag=false; int polyIndex = -1;//to keep record of which polygon caused the collision int hitIndex = -1;//to keep record of which side of the polygon caused collision SPoint[] plBox, plLast; bool retFlag=false;//holds the return value //this loads plBox[] and plLast[] with the player's hitboc this //and last frame respectively int hbLen=4; SPoint posDiff = new SPoint(plr.GetPos().x-plr.GetLastPos().x, plr.GetPos().y-plr.GetLastPos().y); if(posDiff.SqDistFromOrigin()!=0){ plBox = plr.GetCurrentColBox(); plLast=plr.GetCurrentColBox(); hbLen = 6; for(int i=0;i<hbLen;i++){ plLast[i].x-=posDiff.x; plLast[i].y-=posDiff.y; } }else{ plBox = plr.GetHitBox(); plLast=plr.GetHitBox(); hbLen=4; } if((plr.GetPos().x>9)&&(plr.GetPos().x-posDiff.x<9)) hbLen= hbLen; SPoint hld; float[] plAng = new float[hbLen]; for(int i=0;i<hbLen-1;i++){ plAng[i]= new SPoint(plBox[i].x-plBox[i+1].x,plBox[i].y-plBox[i+1].y).GetDir(); } plAng[hbLen-1] = new SPoint(plBox[hbLen-1].x-plBox[0].x,plBox[hbLen-1].y-plBox[0].y).GetDir(); // FillCollisionBox(plBox, plr->GetPos(), plr->stats.size.y, plr->stats.size.x); // FillCollisionBox(plLast, plr->stats.motion.lastPos, plr->stats.size.y, plr->stats.size.x); //set up angles here for easy acces along with the hitboxes above. for(int i = 0; i < tBox.iLength; i++){ hitflag = true;//assume true, then prove false. for(int j = 0; j < tBox.GetJlength(i); j++) if(!plr.CheckAxis(tBox.GetSPoint(i, j), tBox.GetAng(i, j), plBox,tBox.pBounds[i], hbLen, tBox.jLength[i])){ //no axis intersection hitflag = false; j=tBox.GetJlength(i);//exit loop early } if(hitflag)//possible collision; check against other polygon axise for(int j = 0; j < hbLen; j++){ if(!plr.CheckAxis(plBox[j], plAng[j], plBox, tBox.pBounds[i], hbLen, tBox.jLength[i])){ //no axis intersection hitflag = false; j=hbLen;//exit loop early } } if(hitflag){//all checks are done, collision is sure polyIndex = i;//keep record of the last polygon caused the flag i=tBox.iLength;//Collision detected, end loop early } } SPoint prV=new SPoint(); SPoint pCtr; //extra added to detect and destroy any projectiles on-screen int cv; bool pHitFlag = true; float flAng = 1.55f; if(polyIndex!=-1){ //hitflag = true;//force to true to return retFlag=true; //see which side has collided for(int i = 0; i < tBox.GetJlength(polyIndex); i++){ if(!plr.CheckAxis(tBox.GetSPoint(polyIndex, i), tBox.GetAng(polyIndex, i), plLast, tBox.pBounds[polyIndex], hbLen, tBox.jLength[polyIndex])){ hitIndex = i; i=tBox.GetJlength(polyIndex);//end loop prematurely } } bool pAxisFlag=false; if(hitIndex == -1){ for(int i = 0; i < hbLen; i++){//check player angs to find the axis if(!plr.CheckAxis(plLast[i], plAng[i], plLast, tBox.pBounds[polyIndex], hbLen, tBox.jLength[polyIndex]) ){ hitIndex = i; pAxisFlag = true; } }//do collision detection again for this particular index on the polygon }//to get the exit vector SPoint axP = new SPoint(); if(hitIndex>=0){ if (!pAxisFlag){//using poly axis axP = ExitDist(polyIndex, tBox.GetSPoint(polyIndex, hitIndex), tBox.GetAng(polyIndex, hitIndex), plr, 0); flAng=tBox.GetAng(polyIndex, hitIndex); } else{//using player axis axP = ExitDist(polyIndex, plBox[hitIndex], plAng[hitIndex], plr, 0); flAng=plAng[hitIndex]; } if ((axP.x == 0) && (axP.y == 0)) { polyIndex = polyIndex;// V-jank fix, add a check to get this answer in the first place axP = ExitDist(polyIndex, tBox.GetSPoint(polyIndex, hitIndex+2), tBox.GetAng(polyIndex, hitIndex+2), plr, 0); } }else retFlag=false; if (polyIndex == 2) polyIndex = 2; if (polyIndex == 1) polyIndex = 1; plr.stats.motion.pos.x+=axP.x; plr.stats.motion.pos.y+=axP.y; //for walking float axAng = Mathf.Atan2(axP.y, axP.x); float wallAng = Mathf.Atan2(plr.GetVel().y, plr.GetVel().x); float wallDist = Mathf.Sqrt(Mathf.Pow(plr.GetVel().x, 2) + Mathf.Pow(plr.GetVel().y, 2) ); wallAng -= axAng; //separate cases for wall collision //depend on whether player is tumbling //non-reounding if((axAng>0)&&(axAng < Mathf.PI)) plr.Land(flAng); plr.stats.motion.vel.x -= Mathf.Cos(wallAng)*wallDist*Mathf.Cos(axAng); plr.stats.motion.vel.y -= Mathf.Cos(wallAng)*wallDist*Mathf.Sin(axAng); if (( Mathf.Abs( Mathf.Abs(axAng) - Mathf.PI )< 0.1f) && (plr.fHelper.airborne)) plr.WallHang(axAng); else if ((Mathf.Abs(axAng) < 0.1f) && (plr.fHelper.airborne)) plr.WallHang(axAng); } if ((!plr.fHelper.airborne)&&(!retFlag)&&(!plr.tPortFlag)) if(!GroundTrack(plr))//ground tracking done here plr.Fall(); if((plr.GetPos().x > uBound.x)||(plr.GetPos().y > uBound.y)||(plr.GetPos().x < lBound.x)||(plr.GetPos().y < lBound.y)){ if((plr.stats.stocks>0)||(!matchModeOn)){ //SetPlStart(plr); plr.stats.stocks--; plr.stats.motion.vel = new SPoint(0,0); plr.stats.damage=0;} } if (retFlag) ColDetect (plr); return retFlag; }
public SPoint ExitDist(int iInd, SPoint origin, float dir, Ninja plr, int ifGrab) { //plBox must contain 4 vertices!!! bool isHit = true; float rAng, distSq, projVal, moveDist; SPoint moveVec = new SPoint(); moveVec.x = plr.GetPos().x - plr.GetLastPos().x; moveVec.y = plr.GetPos().y - plr.GetLastPos().y; SPoint[] plBox; int hbLen = 4; if (ifGrab < 0) {//implies groundCheck plBox = plr.GetHitBox(); hbLen = 4; } else { plBox = plr.GetCurrentColBox(); hbLen = 6; } float dHitMinSq = 1000; float dHitMaxSq = 0; float dPrMinSq = 1000; float dPrMaxSq = 0; SPoint projVec = new SPoint(); float projMin = STAGE_LIMIT * STAGE_LIMIT; float projMax = -STAGE_LIMIT * STAGE_LIMIT; float hitMin = STAGE_LIMIT * STAGE_LIMIT; float hitMax = -STAGE_LIMIT * STAGE_LIMIT; for (int i = 0; i < tBox.GetJlength(iInd); i++) { projVec.x = tBox.GetSPoint(iInd, i).x - origin.x; projVec.y = tBox.GetSPoint(iInd, i).y - origin.y; distSq = projVec.x * projVec.x + projVec.y * projVec.y; if (distSq < EPS * EPS) rAng = dir; //Do NOT take atan2(0, 0) else rAng = dir - Mathf.Atan2(projVec.y, projVec.x); projVal = Mathf.Sin(rAng) * distSq; if (projVal < projMin){ projMin = projVal; dPrMinSq = distSq; }if (projVal > projMax){ projMax = projVal; dPrMaxSq = distSq; } } for (int i = 0; i < hbLen; i++) { projVec.x = plBox[i].x - origin.x; projVec.y = plBox[i].y - origin.y; distSq = projVec.x * projVec.x + projVec.y * projVec.y; if (distSq < EPS * EPS) rAng = dir; //Do NOT take atan2(0, 0) else rAng = dir - Mathf.Atan2(projVec.y, projVec.x); projVal = Mathf.Sin(rAng) * distSq; if (projVal < hitMin){ hitMin = projVal; dHitMinSq = distSq; } if (projVal > hitMax) { hitMax = projVal; dHitMaxSq = distSq; } } if (dPrMinSq != 0) projMin = projMin / Mathf.Sqrt(dPrMinSq); if (dPrMaxSq != 0) projMax = projMax / Mathf.Sqrt(dPrMaxSq); if (dHitMinSq != 0) hitMin = hitMin / Mathf.Sqrt(dHitMinSq); if (dHitMaxSq != 0) hitMax = hitMax / Mathf.Sqrt(dHitMaxSq); if ((hitMax <= projMin) || (projMax <= hitMin)) isHit = false; if ((Mathf.Abs(projMax - hitMin) < EPS) || (Mathf.Abs(hitMax - projMin) < EPS)) isHit = false; //determine exit vector here float moveAng = Mathf.Atan2(moveVec.y, moveVec.x); float angDiff = Mathf.Abs(moveAng - (dir - Mathf.PI / 2)); if (angDiff > Mathf.PI) angDiff = Mathf.Abs(angDiff - Mathf.PI * 2); moveDist = 0; if (isHit) { if (angDiff < Mathf.PI / 2) //moveVector in direction of exit vector moveDist = -Mathf.Abs(hitMax - projMin); else moveDist = Mathf.Abs(projMax - hitMin); } moveVec.x = moveDist * Mathf.Cos(dir - Mathf.PI / 2); moveVec.y = moveDist * Mathf.Sin(dir - Mathf.PI / 2); return moveVec; }
public SPoint ExitDistN(int iInd, SPoint origin, float dir, Ninja plr, int ifGrab) { // helper function for the Separating Axis Theorem that takes an axis defined by origin and dir //re-conditioned to handle the parameters of the attack box bool isHit = true; float projMin, projMax, hitMin, hitMax, distSq, projVal, cVal; float dHitMinSq = 1000; float dHitMaxSq = 0; float dPrMinSq = 1000; float dPrMaxSq = 0; SPoint projVec, nVec, rVec, cVec; projVec = new SPoint(); SPoint moveVec = new SPoint(); projMin = STAGE_LIMIT; projMax = -STAGE_LIMIT; hitMin = STAGE_LIMIT; hitMax = -STAGE_LIMIT; moveVec.x = plr.GetPos().x - plr.GetLastPos().x; moveVec.y = plr.GetPos().y - plr.GetLastPos().y; SPoint[] plBox; int hbLen = 4; if (ifGrab < 0) {//implies groundCheck plBox = plr.GetHitBox(); hbLen = 4; } else { plBox = plr.GetCurrentColBox(); hbLen = 6; } for (int i = 0; i < tBox.GetJlength(iInd); i++) { projVec.x = tBox.GetSPoint(iInd, i).x - origin.x; projVec.y = tBox.GetSPoint(iInd, i).y - origin.y; distSq = projVec.x * projVec.x + projVec.y * projVec.y; nVec = projVec.GetNormal(); cVec = new SPoint(Mathf.Cos(dir + Mathf.PI / 2), Mathf.Sin(dir + Mathf.PI / 2)); cVal = -cVec.Dot(nVec); //projVal = sin(rAng)*abs(sin(rAng))*distSq; projVal = cVal * Mathf.Abs(cVal) * distSq; if (projVal < projMin){ projMin = projVal; dPrMinSq = distSq; } if (projVal > projMax) { projMax = projVal; dPrMaxSq = distSq; } } if (dPrMinSq != 0) projMin = projMin / Mathf.Sqrt(dPrMinSq); if (dPrMaxSq != 0) projMax = projMax / Mathf.Sqrt(dPrMaxSq); if (dHitMinSq != 0) hitMin = hitMin / Mathf.Sqrt(dHitMinSq); if (dHitMaxSq != 0) hitMax = hitMax / Mathf.Sqrt(dHitMaxSq); for (int i = 0; i < hbLen; i++) { projVec.x = plBox[i].x - origin.x; projVec.y = plBox[i].y - origin.y; distSq = projVec.x * projVec.x + projVec.y * projVec.y; cVec = new SPoint(Mathf.Cos(dir + Mathf.PI / 2), Mathf.Sin(dir + Mathf.PI / 2)); nVec = projVec.GetNormal(); cVal = -cVec.Dot(nVec); //projVal = sin(rAng)*abs(sin(rAng))*distSq; projVal = cVal * Mathf.Abs(cVal) * distSq; if (projVal < hitMin){ hitMin = projVal; dHitMinSq = distSq; }if (projVal > hitMax){ hitMax = projVal; dHitMaxSq = distSq; } } if ((hitMax <= projMin) || (projMax <= hitMin)) isHit = false; if ((Mathf.Abs(projMax - hitMin) < EPS) || (Mathf.Abs(hitMax - projMin) < EPS)) isHit = false; //determine exit vector here float moveAng = Mathf.Atan2(moveVec.y, moveVec.x); float angDiff = Mathf.Abs(moveAng - (dir - Mathf.PI/2)) ; if(angDiff > Mathf.PI) angDiff = Mathf.Abs(angDiff - Mathf.PI*2); float moveDist=0; if(isHit){ if(angDiff < Mathf.PI/2) //moveVector in direction of exit vector moveDist = -Mathf.Abs(hitMax - projMin)/2; else moveDist = Mathf.Abs(projMax - hitMin)/2; } moveVec.x = moveDist*Mathf.Cos(dir - Mathf.PI/2); moveVec.y = moveDist*Mathf.Sin(dir - Mathf.PI/2); if(!isHit){ moveVec.x = 0; moveVec.y = 0; } return moveVec; }