GetDotProduct() public method

public GetDotProduct ( Vector2D v2 ) : double
v2 Vector2D
return double
        /// <summary>
        ///
        /// </summary>
        /// <param name="point"></param>
        /// <param name="AgentHeading"></param>
        /// <param name="AgentSide"></param>
        /// <param name="AgentPosition"></param>
        /// <returns></returns>
        public static Vector2D PointToLocalSpace(Vector2D point,
                                                 Vector2D AgentHeading,
                                                 Vector2D AgentSide,
                                                 Vector2D AgentPosition)
        {
            //make a copy of the point
            Vector2D TransPoint = new Vector2D(point);

            //create a transformation matrix
            Matrix2D matTransform = new Matrix2D();

            double Tx = -AgentPosition.GetDotProduct(AgentHeading);
            double Ty = -AgentPosition.GetDotProduct(AgentSide);

            //create the transformation matrix
            matTransform._11 = AgentHeading.X; matTransform._12 = AgentSide.X;
            matTransform._21 = AgentHeading.Y; matTransform._22 = AgentSide.Y;
            matTransform._31 = Tx; matTransform._32 = Ty;
            //matTransform._11( AgentHeading.X ); matTransform._12( AgentSide.X );
            //matTransform._21( AgentHeading.Y ); matTransform._22( AgentSide.Y );
            //matTransform._31( Tx ); matTransform._32( Ty );

            ////now transform the vertices
            matTransform.TransformVector2Ds(TransPoint);

            return(TransPoint);
        }
Example #2
0
        /// <summary>
        /// Calculate distance to the intersection point of a ray and a plane
        /// </summary>
        /// <param name="RayOrigin"></param>
        /// <param name="RayHeading"></param>
        /// <param name="PlanePoint"></param>
        /// <param name="PlaneNormal"></param>
        /// <returns></returns>
        public static double DistanceToRayPlaneIntersection(Vector2D RayOrigin,
                                                            Vector2D RayHeading,
                                                            Vector2D PlanePoint, //any point on the plane
                                                            Vector2D PlaneNormal)
        {
            double d     = -PlaneNormal.GetDotProduct(PlanePoint);
            double numer = PlaneNormal.GetDotProduct(RayOrigin) + d;
            double denom = PlaneNormal.GetDotProduct(RayHeading);

            // normal is parallel to vector
            if ((denom < Epsilon) && (denom > -Epsilon))
            {
                return(-1.0);
            }

            return(-(numer / denom));
        }
Example #3
0
        //------------------ isSecondInFOVOfFirst -------------------------------------
        //
        //  returns true if the target position is in the field of view of the entity
        //  positioned at posFirst facing in facingFirst
        //-----------------------------------------------------------------------------
        public static bool isSecondInFOVOfFirst(Vector2D posFirst,
                                                Vector2D facingFirst,
                                                Vector2D posSecond,
                                                double fov)
        {
            Vector2D toTarget = Vec2DNormalize(posSecond - posFirst);

            return(facingFirst.GetDotProduct(toTarget) >= Math.Cos(fov / 2.0));
        }
Example #4
0
        /// <summary>
        /// Check if a there is an intersection in a circle
        /// </summary>
        /// <param name="RayOrigin"></param>
        /// <param name="RayHeading"></param>
        /// <param name="CircleOrigin"></param>
        /// <param name="radius"></param>
        /// <returns></returns>
        public static bool DoRayCircleIntersect(Vector2D RayOrigin,
                                                Vector2D RayHeading,
                                                Vector2D CircleOrigin,
                                                double radius)
        {
            Vector2D ToCircle = CircleOrigin - RayOrigin;
            double   length   = ToCircle.Length;
            double   v        = ToCircle.GetDotProduct(RayHeading);
            double   d        = radius * radius - (length * length - v * v);

            // If there was no intersection, return -1
            return(d < 0.0);
        }
Example #5
0
        //------------------------- WithinFieldOfView ---------------------------
        //
        //  returns true if subject is within field of view of this player
        //-----------------------------------------------------------------------
        bool IsPositionInFrontOfPlayer(Vector2D position)
        {
            Vector2D ToSubject = position - Position;

            if (ToSubject.GetDotProduct(Heading) > 0)
            {
                return(true);
            }

            else
            {
                return(false);
            }
        }
        public bool RotateHeadingToFacePosition(Vector2D target)
        {
            Vector2D delta    = target - Position;
            Vector2D toTarget = Vector2D.Vec2DNormalize(delta);

            double dot = _heading.GetDotProduct(toTarget);

            //some compilers lose acurracy so the value is clamped to ensure it
            //remains valid for the acos
            if (dot < -1)
            {
                dot = -1;
            }
            else if (dot > 1)
            {
                dot = 1;
            }

            //first determine the angle between the heading vector and the target
            double angle = Math.Acos(dot);

            //return true if the player is facing the target
            if (angle < .00001)
            {
                return(true);
            }

            //clamp the amount to turn to the max turn rate
            if (angle > _maxTurnRate)
            {
                angle = _maxTurnRate;
            }

            //The next few lines use a rotation matrix to rotate the player's heading
            //vector accordingly
            Matrix2D rotationMatrix = new Matrix2D();

            //notice how the direction of rotation has to be determined when creating
            //the rotation matrix
            rotationMatrix.Rotate(angle * _heading.Sign(toTarget));
            rotationMatrix.TransformVector2Ds(_heading);
            rotationMatrix.TransformVector2Ds(_velocity);

            //finally recreate m_vSide
            _side = _heading.Perp;

            return(false);
        }
Example #7
0
        private const double pi = Math.PI;                    // 3.14159;

        /// <summary>
        /// Calculates the distince to the first interecting point in a circle
        /// </summary>
        /// <param name="RayOrigin"></param>
        /// <param name="RayHeading"></param>
        /// <param name="CircleOrigin"></param>
        /// <param name="radius"></param>
        /// <returns></returns>
        public static double GetRayCircleIntersect(Vector2D RayOrigin,
                                                   Vector2D RayHeading,
                                                   Vector2D CircleOrigin,
                                                   double radius)
        {
            Vector2D ToCircle = CircleOrigin - RayOrigin;
            double   length   = ToCircle.Length;
            double   v        = ToCircle.GetDotProduct(RayHeading);
            double   d        = radius * radius - (length * length - v * v);

            // If there was no intersection, return -1
            if (d < 0.0)
            {
                return(-1.0);
            }

            // Return the distance to the [first] intersecting point
            return(v - Math.Sqrt(d));
        }
Example #8
0
        /// <summary>
        /// Determine where on a plane a point lies
        /// </summary>
        /// <param name="point"></param>
        /// <param name="PointOnPlane"></param>
        /// <param name="PlaneNormal"></param>
        /// <returns></returns>
        public static PlaneLocation WhereIsPoint(Vector2D point,
                                                 Vector2D PointOnPlane, //any point on the plane
                                                 Vector2D PlaneNormal)
        {
            Vector2D dir = PointOnPlane - point;

            double d = dir.GetDotProduct(PlaneNormal);

            if (d < -MinPrecision)
            {
                return(PlaneLocation.InFront);
            }

            else if (d > MinPrecision)
            {
                return(PlaneLocation.Behind);
            }

            return(PlaneLocation.On);
        }
Example #9
0
        //------------------ isSecondInFOVOfFirst -------------------------------------
        //
        //  returns true if the target position is in the field of view of the entity
        //  positioned at posFirst facing in facingFirst
        //-----------------------------------------------------------------------------
        public static bool isSecondInFOVOfFirst(Vector2D posFirst,
                                         Vector2D facingFirst,
                                         Vector2D posSecond,
                                         double fov)
        {
            Vector2D toTarget = Vec2DNormalize(posSecond - posFirst);

            return facingFirst.GetDotProduct(toTarget) >= Math.Cos(fov / 2.0);
        }
Example #10
0
        /// <summary>
        /// Tests to see if the ball has collided with a ball and reflects
        /// the ball's velocity accordingly
        /// </summary>
        /// <param name="walls"></param>
        public void TestCollisionWithWalls(List <Wall2D> walls)
        {
            //test ball against each wall, find out which is closest
            int closestIndex = -1;

            Vector2D normalVector = Vector2D.Vec2DNormalize(Velocity);

            Vector2D intersectionPoint = new Vector2D(), collisionPoint = new Vector2D();

            double distToIntersection = double.MaxValue;

            ////iterate through each wall and calculate if the ball intersects.
            ////If it does then store the index into the closest intersecting wall
            for (int wallIndex = 0; wallIndex < walls.Count; wallIndex++)
            {
                //assuming a collision if the ball continued on its current heading
                //calculate the point on the ball that would hit the wall. This is
                //simply the wall's normal(inversed) multiplied by the ball's radius
                //and added to the balls center (its position)
                Vector2D thisCollisionPoint = Position - (walls[wallIndex].VectorNormal * BoundingRadius);

                //  //calculate exactly where the collision point will hit the plane
                if (Geometry.WhereIsPoint(thisCollisionPoint,
                                          walls[wallIndex].VectorFrom,
                                          walls[wallIndex].VectorNormal) == Geometry.PlaneLocation.Behind)
                {
                    double distToWall = Geometry.DistanceToRayPlaneIntersection(thisCollisionPoint, walls[wallIndex].VectorNormal, walls[wallIndex].VectorFrom, walls[wallIndex].VectorNormal);
                    intersectionPoint = thisCollisionPoint + (distToWall * walls[wallIndex].VectorNormal);
                }
                else
                {
                    double distToWall = Geometry.DistanceToRayPlaneIntersection(thisCollisionPoint,
                                                                                normalVector,
                                                                                walls[wallIndex].VectorFrom,
                                                                                walls[wallIndex].VectorNormal);

                    intersectionPoint = thisCollisionPoint + (distToWall * normalVector);
                }

                //check to make sure the intersection point is actually on the line
                //segment
                bool onLineSegment = false;

                if (Geometry.LineIntersection2D(walls[wallIndex].VectorFrom,
                                                walls[wallIndex].VectorTo,
                                                thisCollisionPoint - walls[wallIndex].VectorNormal * 20.0,
                                                thisCollisionPoint + walls[wallIndex].VectorNormal * 20.0))
                {
                    onLineSegment = true;
                }

                //Note, there is no test for collision with the end of a line segment
                //now check to see if the collision point is within range of the
                //velocity vector. [work in distance squared to avoid sqrt] and if it
                //is the closest hit found so far.
                //If it is that means the ball will collide with the wall sometime
                //between this time step and the next one.
                double distSq = Vector2D.Vec2DDistanceSq(thisCollisionPoint, intersectionPoint);

                if ((distSq <= Velocity.LengthSquared) && (distSq < distToIntersection) && onLineSegment)
                {
                    distToIntersection = distSq;
                    closestIndex       = wallIndex;
                    collisionPoint     = intersectionPoint;
                }
            } // next wall


            //to prevent having to calculate the exact time of collision we
            //can just check if the velocity is opposite to the wall normal
            //before reflecting it. This prevents the case where there is overshoot
            //and the ball gets reflected back over the line before it has completely
            //reentered the playing area.
            if ((closestIndex >= 0) && normalVector.GetDotProduct(walls[closestIndex].VectorNormal) < 0)
            {
                Velocity.Reflect(walls[closestIndex].VectorNormal);
            }
        }
        /// <summary>
        /// 
        /// </summary>
        /// <param name="point"></param>
        /// <param name="AgentHeading"></param>
        /// <param name="AgentSide"></param>
        /// <param name="AgentPosition"></param>
        /// <returns></returns>
        public static Vector2D PointToLocalSpace(Vector2D point,
                                     Vector2D AgentHeading,
                                     Vector2D AgentSide,
                                      Vector2D AgentPosition)
        {

            //make a copy of the point
            Vector2D TransPoint = new Vector2D(point);

            //create a transformation matrix
            Matrix2D matTransform = new Matrix2D();

            double Tx = -AgentPosition.GetDotProduct(AgentHeading);
            double Ty = -AgentPosition.GetDotProduct(AgentSide);

            //create the transformation matrix
            matTransform._11 = AgentHeading.X; matTransform._12 = AgentSide.X;
            matTransform._21 = AgentHeading.Y; matTransform._22 = AgentSide.Y;
            matTransform._31 = Tx; matTransform._32 = Ty;
            //matTransform._11( AgentHeading.X ); matTransform._12( AgentSide.X );
            //matTransform._21( AgentHeading.Y ); matTransform._22( AgentSide.Y );
            //matTransform._31( Tx ); matTransform._32( Ty );

            ////now transform the vertices
            matTransform.TransformVector2Ds(TransPoint);

            return TransPoint;
        }