Esempio n. 1
0
 public bool fillNodeWithVehicle(VehiclePos vehicle, TreeNode node)// should MARK that node as full and as a vehicle
 {
     node.setDirection(vehicle.direction);
     node.setIsWall(false);
     //node.setLength(Board.vehicleLength);
     node.setPlayerId(vehicle.playerId);
     node.setPosition(new Position(vehicle.pos.x, vehicle.pos.y));
     //node.setWidth(Board.vehicleWidth);
     node.isEmpty = false;
     node.setRadius(vehicle.radius);
     return(false);
 }
Esempio n. 2
0
        public bool detectCollision2(VehiclePos vehicle, TreeNode node)
        {
            // TODO the math and collision tolerance checks
            double distance = Math.Sqrt(Math.Pow(node.getPosition().y - vehicle.pos.y, 2) + Math.Pow(node.getPosition().x - vehicle.pos.x, 2));

            if (!(distance > (vehicle.radius + node.getRadius())))
            {
                Debug.WriteLine("COLLISION");
                return(true);
            }
            double x1, x2, x3, x4, y1, y2, y3, y4;

            x1 = vehicle.pos.x - 25 * Math.Cos(vehicle.direction);
            x2 = vehicle.pos.x + 25 * Math.Cos(vehicle.direction);
            y1 = vehicle.pos.y - 25 * Math.Sin(vehicle.direction);
            y2 = vehicle.pos.y + 25 * Math.Sin(vehicle.direction);
            x3 = node.getPosition().x - 25 * Math.Cos(node.getDirection());
            x4 = node.getPosition().x + 25 * Math.Cos(node.getDirection());
            y3 = node.getPosition().y - 25 * Math.Sin(node.getDirection());
            y4 = node.getPosition().y + 25 * Math.Sin(node.getDirection());
            if (((x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4)) == 0 || ((x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4)) == 0)
            {
                return(false);
            }
            double x = ((x1 * y2 - y1 * x2) * (x3 - x4) - (x1 - x2) * (x3 * y4 - y3 * x4)) / ((x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4));
            double y = ((x1 * y2 - y1 * x2) * (y3 - y4) - (y1 - y2) * (x3 * y4 - y3 * x4)) / ((x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4));

            if (x1 >= x2)
            {
                if (!(x2 <= x && x <= x1))
                {
                    return(false);
                }
            }
            else
            {
                if (!(x1 <= x && x <= x2))
                {
                    return(false);
                }
            }
            if (y1 >= y2)
            {
                if (!(y2 <= y && y <= y1))
                {
                    return(false);
                }
            }
            else
            {
                if (!(y1 <= y && y <= y2))
                {
                    return(false);
                }
            }
            if (x3 >= x4)
            {
                if (!(x4 <= x && x <= x3))
                {
                    return(false);
                }
            }
            else
            {
                if (!(x3 <= x && x <= x4))
                {
                    return(false);
                }
            }
            if (y3 >= y4)
            {
                if (!(y4 <= y && y <= y3))
                {
                    return(false);
                }
            }
            else
            {
                if (!(y3 <= y && y <= y4))
                {
                    return(false);
                }
            }
            Debug.WriteLine("COLLISION");
            return(true);
        }
Esempio n. 3
0
        /// <summary>
        /// Let's update the QuadTree data structure with our new vehicle data.
        /// </summary>
        /// <param name="vehicle"></param>
        /// <param name="startNode"></param>
        /// <returns></returns>
        public bool insertVehicle(VehiclePos vehicle, TreeNode startNode)
        {
            //FIRST must remove vehicle's previous position from the QuadTree

            if (vehicle.prevPos != null)
            {
                TreeNode tempNode = null;
                tempNode = findNode(vehicle.prevPos, root);
                emptyNode(tempNode);
                if (tempNode.hasChildren())
                {
                    cleanupLeaves(tempNode.getParent());
                }
            }
            // Next, insert the vehicle into the tree
            if (vehicle.pos.x < 0 || vehicle.pos.x > 5000 || vehicle.pos.y < 0 || vehicle.pos.y > 5000)
            {
                destroyVehicle(vehicle.playerId);
            }
            else
            {
                startNode = findNode(vehicle.pos, startNode);
                if (startNode.isEmpty == false)                       // check for collision
                {
                    if (detectCollision2(vehicle, startNode) == true) // TODO check to see if collision is within tolerance
                    {
                        if (startNode.getIsWall() == true)            // we need to know if it's a vehicle collision or not
                        {
                            Debug.WriteLine("Wall destroys playerrr!");
                            destroyVehicle(vehicle.playerId);
                        }
                        else
                        {
                            destroyVehicle(vehicle.playerId);
                            destroyVehicle(startNode.getPlayerId());
                            emptyNode(startNode);
                            cleanupLeaves(startNode.getParent());
                            // vehicle collision for both players! how unlucky for the other player :P
                        }
                    }
                    else                 // no collision, create more leaves
                    {
                        TreeNode newstartNode = new TreeNode();
                        int      child1 = 0, child2 = 0;
                        while (child1 == child2)
                        {
                            startNode.createChildren();
                            child1 = chooseChild(vehicle.pos, startNode);
                            child2 = chooseChild(startNode.getPosition(), startNode);
                            switch (child2)
                            {
                            case 1:
                                copyNodeToChild(startNode, startNode.getChild1());
                                newstartNode = startNode.getChild1();
                                break;

                            case 2:
                                copyNodeToChild(startNode, startNode.getChild2());
                                newstartNode = startNode.getChild2();
                                break;

                            case 3:
                                copyNodeToChild(startNode, startNode.getChild3());
                                newstartNode = startNode.getChild3();
                                break;

                            case 4:
                                copyNodeToChild(startNode, startNode.getChild4());
                                newstartNode = startNode.getChild4();
                                break;
                            }
                            if (child1 != child2)                        //If the new wall and existing wall are not getting the same child number
                            {
                                switch (child1)
                                {
                                case 1:
                                    fillNodeWithVehicle(vehicle, startNode.getChild1());
                                    break;

                                case 2:
                                    fillNodeWithVehicle(vehicle, startNode.getChild2());
                                    break;

                                case 3:
                                    fillNodeWithVehicle(vehicle, startNode.getChild3());
                                    break;

                                case 4:
                                    fillNodeWithVehicle(vehicle, startNode.getChild1());
                                    break;
                                }
                                emptyNode(startNode);                             // only leaves can have data!!!
                            }
                            else
                            {
                                emptyNode(startNode);                             // only leaves can have data!!!
                                startNode = newstartNode;
                            }
                        }
                    }
                }
                else
                {
                    fillNodeWithVehicle(vehicle, startNode);         // should MARK that node as full and as a vehicle
                }
            }
            return(false);
        }