Example #1
0
        public Vertex2 CalcIntersection(Vertex2 p1, Vertex2 p2, Vertex2 v1, Vertex2 v2)
        {
            //float s1 = (p2.Y - p1.Y) / (p2.X - p1.X);
            //float s2 = (v2.Y - v1.Y) / (v2.X - v1.X);

            //float x = (s1 * p1.X - s2 * v1.X - p1.Y + v1.Y) / (s1 - s2);
            //float y = s1 * (x - p1.X) + p1.Y;

            //return new Vertex2(x, y);

               //  Step Three - Check for error conditions. If none, compute the intersection

            float a1 = p2.Y - p1.Y;
            float b1 = p1.X - p2.X;
            float c1 = p2.X * p1.Y - p1.X * p2.Y;  //    a1*x + b1*y + c1 = 0 is line 1

            float a2 = v2.Y - v1.Y;
            float b2 = v1.X - v2.X;
            float c2 = v2.X * v1.Y - v1.X * v2.Y;  //   a2*x + b2*y + c2 = 0 is line 2

            float denom = a1 * b2 - a2 * b1;
            if (denom == 0f) return Vertex2.Zero;

            float x = (b1 * c2 - b2 * c1) / denom;   // (x,y) is the intersection
            float y = (a2 * c1 - a1 * c2) / denom;

            Vertex2 neu = new Vertex2(x, y);
            //Console.WriteLine(((velocity)-neu).ToString());
            return neu;

             //return 1;
        }
Example #2
0
        public Polygon(List<Vertex2> vertices)
        {
            st = new StringBuilder();
            GhostVertices = new List<Vertex2>();
            Vertices = new List<Vertex2>();
            DebugVertices = new List<Vertex2>();
            DebugNormals = new List<Vertex2>();
            nearPolygons = new List<Polygon>();

            Velocity = Vertex2.Zero;
            CheckedVelocity = Vertex2.Zero;

            foreach (Vertex2 v in vertices)
                Vertices.Add(v);

            foreach (Vertex2 v in vertices)
            {
                GhostVertices.Add(v);
            }

            CalcOrigin();
        }
Example #3
0
        public bool BetweenPoints(Vertex2 v1, Vertex2 v2)
        {
            float length = Vertex2.Distance(v1, v2);

            float lengthtoCheckv1 = Vertex2.Distance(v1, this);
            float lengthtoCheckv2 = Vertex2.Distance(v2, this);

            float test = length - lengthtoCheckv1;
            float test2 = length - lengthtoCheckv2;

             //    Console.WriteLine("Test1:"+test.ToString()+"Test2: "+test2.ToString());
            if (test >= 0 && test2 >= 0) return true;
            return false;
        }
Example #4
0
        public static Vertex2 Normalize(Vertex2 v1)
        {
            float length = 1f / Vertex2.Length(v1);

            return v1 * length;
        }
Example #5
0
 public static Vertex2 NormalVector(Vertex2 ortVertex, Vertex2 directionVertex, bool up)
 {
     Vertex2 v = directionVertex - ortVertex;
     if (up) return new Vertex2(v.Y, -v.X);
     return new Vertex2(-v.Y, v.X);
 }
Example #6
0
        public static Vertex2 hessischeNormal(Vertex2 ortsVertex, Vertex2 richtungsVertex, Vertex2 checkVertex)
        {
            Vertex2 normal = Vertex2.NormalVector(ortsVertex, richtungsVertex, true);
            Vertex2 normalizedNormal = Vertex2.Normalize(normal);

            return (checkVertex - ortsVertex) * normalizedNormal;
        }
Example #7
0
 public static float Length(Vertex2 v1, Vertex2 v2)
 {
     return (float)Math.Sqrt((v1.X * v1.X) + (v1.Y * v1.Y));
 }
Example #8
0
 public Vertex2 calcLineAlignedForce(Vertex2 attackPoint, Vertex2 Velocity, Vertex2 v1, Vertex2 v2)
 {
     //Vertex2 directionVertex = v2 - v1;
     Vertex2 normalAligned = Vertex2.NormalVector(v1, v2, true);
     Vertex2 coll = CalcIntersection(attackPoint, attackPoint + CheckedVelocity, v1, v2) - attackPoint;
     return Velocity - coll;
 }
Example #9
0
        public static float Distance(Vertex2 from, Vertex2 to)
        {
            Vertex2 v = to - from;

            return (float)Math.Sqrt((v.X * v.X) + (v.Y * v.Y));
        }
Example #10
0
        /// <summary>
        /// Gibt den Normalen Vertex(Normalen Vektor) von der gerade zurück
        /// </summary>
        /// <param name="directionVertex"></param>
        /// <returns></returns>
        public Vertex2 NormalVector(Vertex2 directionVertex)
        {
            Vertex2 v = new Vertex2(directionVertex.X - x, directionVertex.Y - y);

            return new Vertex2(v.Y, -v.X);
        }
Example #11
0
 public Vertex2 CalcOrthogonalIntersection(Vertex2 p1, Vertex2 v1, Vertex2 v2)
 {
     Vertex2 normalP = CalcIntersection(p1, p1 + Vertex2.NormalVector(v1, v2, true),v1,v2);
     return normalP;
 }
Example #12
0
 public void Move()
 {
     for (int i = 0; i < Vertices.Count; i++)
         {
             Vertices[i] += Velocity;
         }
         Velocity = Vertex2.Zero;
 }
Example #13
0
        public void PerformMovement()
        {
            bool collide = false;
            //CheckedVelocity = Vertex2.Zero;
            foreach (Vertex2 vertexToCheck in this.Vertices)
            {
                goTop = vertexToCheck + Velocity;
                foreach (Polygon polygonToCheck in this.nearPolygons)
                {
                    for (int i = 1; i < polygonToCheck.Vertices.Count; i++)
                    {

                        Vertex2 beforeFromPolygonToCheck = polygonToCheck.Vertices[i - 1];
                        Vertex2 currentFromPolygonToCheck = polygonToCheck.Vertices[i];

                        DebugVertices.Add(CalcIntersection(vertexToCheck, vertexToCheck + Velocity, beforeFromPolygonToCheck, currentFromPolygonToCheck));

                      Vertex2 oldVel = Velocity;
                      Vertex2 oben = Vertex2.NormalVector(beforeFromPolygonToCheck, currentFromPolygonToCheck, true);
                      Vertex2 unten = Vertex2.NormalVector(beforeFromPolygonToCheck, currentFromPolygonToCheck, false);

                      float distOben = Vertex2.Distance(vertexToCheck, beforeFromPolygonToCheck + oben);
                      float distUnten = Vertex2.Distance(vertexToCheck, beforeFromPolygonToCheck + unten);
                        //Console.WriteLine(checkCollision(vertexToCheck, Velocity, beforeFromPolygonToCheck, currentFromPolygonToCheck));
                        if (checkCollision(vertexToCheck, Velocity, beforeFromPolygonToCheck, currentFromPolygonToCheck))
                        {
                            Vertex2 p = CalcIntersection(vertexToCheck, vertexToCheck + Velocity, beforeFromPolygonToCheck, currentFromPolygonToCheck);

                            //DebugCollPoints.Add(vertexToCheck+(p-vertexToCheck));

                            DebugCollPoints.Add((p+ LineAlignedForce(p, Velocity, beforeFromPolygonToCheck, currentFromPolygonToCheck)) - vertexToCheck);
                            //Console.WriteLine("coll");
                            if (distUnten+1 < distOben ) Velocity = oldVel;
                            else  Velocity = (p + LineAlignedForce(p, Velocity, beforeFromPolygonToCheck, currentFromPolygonToCheck)) - vertexToCheck;
                            //Velocity = new Vertex2((int)Velocity.X, (int)Velocity.Y);
                        }
                        //Velocity = CheckedVelocity < Velocity ? CheckedVelocity : Velocity;

                    }
                }
            }

               // if (collide) PerformMovement();
             this.Move();
        }
Example #14
0
 public Vertex2 LineAlignedForce(Vertex2 p, Vertex2 Velocity, Vertex2 v1, Vertex2 v2)
 {
     Vertex2 normalAligned = Vertex2.NormalVector(v1, v2, true);
     Vertex2 goTo = CalcIntersection(p + Velocity, p + Velocity + normalAligned, v1, v2);
     return goTo - p;
 }
Example #15
0
        public void drawPartCircel(float radius, float startAngel, float endAngel, Vertex2 pos, SpriteBatch batch, Texture2D texture)
        {
            for (float i = startAngel; i <= endAngel; i += 0.1f)
            {
                float x = (float)(pos.X + Math.Cos(i * Math.PI / 180) * radius);
                float y = (float)(pos.Y - Math.Sin(i * Math.PI / 180) * radius);

                Vertex2 pixelpos = new Vertex2(x, y);
                batch.Draw(texture,new Vector2( pixelpos.X,pixelpos.Y), Color.White);
            }
        }
Example #16
0
 public void drawLine(Vertex2 from, Vertex2 to, Texture2D texture, float size, Color color, SpriteBatch spriteBatch)
 {
     double degress = Math.Atan2((to.Y - from.Y), (to.X - from.X));
     float length = Vertex2.Distance(from, to);
     spriteBatch.Draw(texture, new Vector2( from.X,from.Y), new Rectangle(0, 0, 1, 1), color, (float)degress, Vector2.Zero, new Vector2(length, size), SpriteEffects.None, 0);
 }
Example #17
0
        public void drawDebugNormal(SpriteBatch batch, Texture2D pixel, Vertex2 v1, Vertex2 v2, Color r)
        {
            Vertex2 middel = v1 + ((v2 - v1) / 2f);
            //  Console.WriteLine("Vertex 1:" + v1.ToString() + " Vertex2: " + v2.ToString());
            //  Console.WriteLine("middel" + middel.ToString());

            batch.Draw(pixel, new Vector2(middel.X,middel.Y), new Rectangle(0, 0, 5, 5), Color.White);
            Vertex2 normal = Vertex2.NormalVector(v1, v2, true) / 2f;
            //Console.WriteLine(normal.ToString());
            drawLine(middel, middel + normal, pixel, 1f, Color.White, batch);
        }
Example #18
0
        public bool checkCollision(Vertex2 from, Vertex2 Velocity, Vertex2 v1, Vertex2 v2)
        {
            Vertex2 p = CalcIntersection(from, from + Velocity, v1, v2);

            if (p.BetweenPoints(v1, v2))
            {

             Vertex2 normalp = CalcOrthogonalIntersection(from+Velocity, v1, v2);
            DebugNormals.Add(normalp);

                float stepOne = Vertex2.Distance(normalp, from +Velocity+ Vertex2.NormalVector(v1, v2, true));
                float stepTwo = Vertex2.Length(Vertex2.NormalVector(v1, v2, true));
                float result = stepOne - stepTwo;

                if (result <= 0) return true;
            }
            return false;
        }
Example #19
0
 /// <summary>
 /// Gibt den Normalen Vertex(Normalen Vektor) von der gerade zurück
 /// </summary>
 /// <param name="directionVector"></param>
 /// <returns></returns>
 public Vertex2 NormalVector(Vertex2 directionVector, Vertex2 originVector)
 {
     return new Vertex2();
 }
Example #20
0
        public void CalcOrigin()
        {
            Vertex2 temp = Vertex2.Zero;

            foreach (Vertex2 v in this.Vertices)
            {
                temp += v;
            }
            temp /= this.Vertices.Count();

            Origin = temp;
        }