Example #1
0
        /// <summary>
        /// Are ellipses colliding?
        /// </summary>
        /// <param name="v1">First ellipse center point</param>
        /// <param name="size1">First ellipse size</param>
        /// <param name="angle1">First ellipse angle</param>
        /// <param name="v2">Second ellipse center point</param>
        /// <param name="size2">Second ellipse size</param>
        /// <param name="angle2">Second ellipse angle</param>
        /// <param name="depth">Penetration depth (out)</param>
        /// <param name="point1">First ellipse intersection point</param>
        /// <param name="point2">Second ellipse intersection point</param>
        /// <returns>True if colliding</returns>
        public static bool IsEllipseCollision(
            Vector v1, Vector size1, double angle1,
            Vector v2, Vector size2, double angle2,
            out CollisionState state)
        {
            // Direction vector from first ellipse center to second ellipse center
            Vector direction = v2.MinusNew( v1 );
            double angle = direction.Angle;

            // Point of collision on first ellipse
            state.Point1 = EllipsePoint( v1, size1, angle1, angle );

            // Point of collision on second ellipse
            state.Point2 = EllipsePoint( v2, size2, angle2, angle + Math.PI );

            // Penetration depth
            state.Depth = state.Point2.MinusNew( state.Point1 );

            // If first ellipse radius (in direction of ray) + second ellipse radius is greater than the distance
            // between the two ellipses, we have a collision
            state.Colliding = ( v1.Distance( state.Point1 ) + v2.Distance( state.Point2 ) > v1.Distance( v2 ) );

            return state.Colliding;
        }
Example #2
0
 public virtual void ResolveRectangleCollision( RectangleParticle p, Engine engine, ref CollisionState state )
 {
 }
Example #3
0
 public virtual void ResolveCircleCollision( CircleParticle p, Engine engine, ref CollisionState state )
 {
 }
Example #4
0
 public virtual void CheckCollision( IParticle particle, Engine engine, ref CollisionState state )
 {
 }
Example #5
0
 public override void CheckCollision( IParticle particle, Engine engine, ref CollisionState state )
 {
     //particle.ResolveRectangleCollision( this, engine );
 }
Example #6
0
        private void CheckCollisions()
        {
            collisions.Clear();

            foreach ( ISurface surface in surfaces )
            {
                if ( surface.Active )
                {
                    foreach ( Particle particle in particles )
                    {
                        particle.CheckCollision( surface, this );
                    }
                }
            }

            Dictionary<string, object> compared = new Dictionary<string, object>();

            foreach ( Particle particle1 in particles )
            {
                foreach ( Particle particle2 in particles )
                {
                    if ( particle1 != particle2 )
                    {
                        string key = ( particle1.Index < particle2.Index )
                            ? particle1.Index.ToString() + "," + particle2.Index.ToString()
                            : particle2.Index.ToString() + "," + particle1.Index.ToString();

                        if ( !compared.ContainsKey( key ) )
                        {
                            compared.Add( key, null );
                            CollisionState state = new CollisionState();
                            particle2.CheckCollision( particle1, this, ref state );

                            if ( state.Colliding ) collisions.Add( state );
                        }
                    }
                }
            }
        }
Example #7
0
 public override void CheckCollision( IParticle particle, Engine engine, ref CollisionState state )
 {
     // HACK: here i need not to collide wheels with body particles
     if (this is Wheel && !(particle is Wheel)) return;
     if (particle is Wheel && !(this is Wheel)) return;
     particle.ResolveCircleCollision(this, engine, ref state);
 }
Example #8
0
 public override void ResolveRectangleCollision( RectangleParticle p, Engine engine, ref CollisionState state )
 {
     throw new Exception( "The method or operation is not implemented." );
 }
Example #9
0
        public override void ResolveCircleCollision( CircleParticle p, Engine engine, ref CollisionState state )
        {
            if ( Collision.IsEllipseCollision( curr, Size, 0, p.curr, p.Size, 0, out state ) )
            {
                Vector normal = state.Depth.Clone().Normalize();

                Vector vel1 = curr.MinusNew( prev );
                Vector vel2 = p.curr.MinusNew( p.prev );

                p.prev = p.curr.PlusNew( state.Depth );
                prev = curr.MinusNew( state.Depth );
            }
        }