Exemple #1
0
        public double Distance(Vector v)
        {
            Vector u = Point2 - Point1; u.Normalize();
            Vector L = v - Point1;

            return(Math.Abs(L.OrthogonalDistance(u)));
        }
Exemple #2
0
        public static bool TryCollision(Particle p, Line line)
        {
            Vector L = p.Position - line.Point1;
            Vector u = line.Point2 - line.Point1; u.Normalize();

            double d = Math.Abs(L.OrthogonalDistance(u));

            if (d > p.Radius)
            {
                return(false);
            }

            Vector v = p.Velocity;
            Vector x = (v * u) * u;

            Vector n = u.Orthogonal(); n.Normalize();

            if (Vector.Direction(line.Point1, line.Point2, p.Position) < 0)
            {
                n = -n;
            }

            Vector y = (v * n) * n;

            double e = Math.Min(p.Restitution, line.Restitution);

            p.Velocity -= (2 * y) * e;

            Vector G = p.Mass * new Vector(0, -World.Gravity);
            //p.Force += G;

            //Vector F = (G * u) * u;
            Vector N = (G * n) * n;

            //p.Force += N;

            //? czy jest ok ?
            if ((n ^ p.Velocity) > 0)
            {
                u = -u;
            }

            Vector T = 10000.9 * (N * u) * u;

            //p.Force += T;

            p.Position += (p.Radius - d) * -n;

            return(true);
        }
Exemple #3
0
        public static bool TryCollision(Particle p, Segment s)
        {
            Vector L = p.Position - s.Point1;
            Vector u = s.Point2 - s.Point1; u.Normalize();

            double d = Math.Abs(L.OrthogonalDistance(u));

            if (d > p.Radius)
            {
                return(false);
            }

            Vector v = p.Velocity;
            Vector x = (v * u) * u;

            Vector n = u.Orthogonal(); n.Normalize();

            if (Vector.Direction(s.Point1, s.Point2, p.Position) < 0)
            {
                n = -n;
            }

            Vector s1 = s.Point1 + n;
            Vector s2 = s.Point2 + n;
            Vector p1 = p.Position - s.Point1;
            Vector p2 = p.Position - s.Point2;

            Vector mid = s.Middle();

            if ((mid - p.Position).Length > s.Length / 2)  //nie ma zderzenia z odcinkiem
            {
                return(false);
            }

            //if ((s.Point1 - p.Position).Length > p.Radius && (s.Point2 - p.Position).Length > p.Radius)
            //  return false;

            Vector y = (v * n) * n;

            double e = Math.Min(p.Restitution, s.Restitution);

            p.Velocity -= (2 * y) * e;

            Vector G = p.Mass * new Vector(0, -World.Gravity);
            //p.Force += G;

            //Vector F = (G * u) * u;
            Vector N = (G * n) * n;

            //p.Force += N;

            if ((n ^ p.Velocity) > 0)
            {
                u = -u;
            }

            Vector T = 10000.9 * (N * u) * u;

            //p.Force += T;

            p.Position += (p.Radius - d) * -n;

            return(true);
        }