Esempio n. 1
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        public static float? FindCollision(Vector2 position, Vector2 movement, Line2 line)
        {
            if (Vector2.Dot(movement, line.Normal()) >= 0)
                return null;

            return SegmentsIntersection(position, position + movement, line.Start, line.End);
        }
Esempio n. 2
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        public static Collision2? FindCollision(Rectangle2 rectangle, Vector2 movement, Line2 line)
        {
            if (Vector2.Dot(movement, line.Normal()) >= 0)
                return null;

            var h = InFrontOf(rectangle.Center, line);
            var j = InFrontOf(rectangle.Center + movement, line);
            if (!h && !j)
                return null;

            var f1 = LineSegmentIntersection(line.Start, line.End, rectangle.TopLeft, rectangle.TopLeft + movement);
            var f2 = LineSegmentIntersection(line.Start, line.End, rectangle.TopRight, rectangle.TopRight + movement);
            var f3 = LineSegmentIntersection(line.Start, line.End, rectangle.BottomLeft, rectangle.BottomLeft + movement);
            var f4 = LineSegmentIntersection(line.Start, line.End, rectangle.BottomRight, rectangle.BottomRight + movement);

            if (!f1.HasValue && !f2.HasValue && !f3.HasValue && !f4.HasValue)
                return null;

            f1 = LinesIntersection(line.Start, line.End, rectangle.TopLeft, rectangle.TopLeft + movement);
            f2 = LinesIntersection(line.Start, line.End, rectangle.TopRight, rectangle.TopRight + movement);
            f3 = LinesIntersection(line.Start, line.End, rectangle.BottomLeft, rectangle.BottomLeft + movement);
            f4 = LinesIntersection(line.Start, line.End, rectangle.BottomRight, rectangle.BottomRight + movement);

            List<float> fs = new List<float>();

            if ((Vector2.Dot(rectangle.Top.Normal(), line.Normal()) <= 0) && (Vector2.Dot(rectangle.Left.Normal(), line.Normal()) <= 0))
                fs.Add(f1.Value);

            if ((Vector2.Dot(rectangle.Top.Normal(), line.Normal()) <= 0) && (Vector2.Dot(rectangle.Right.Normal(), line.Normal()) <= 0))
                fs.Add(f2.Value);

            if ((Vector2.Dot(rectangle.Bottom.Normal(), line.Normal()) <= 0) && (Vector2.Dot(rectangle.Left.Normal(), line.Normal()) <= 0))
                fs.Add(f3.Value);

            if ((Vector2.Dot(rectangle.Bottom.Normal(), line.Normal()) <= 0) && (Vector2.Dot(rectangle.Right.Normal(), line.Normal()) <= 0))
                fs.Add(f4.Value);

            var array = fs.OrderBy(x => x);

            if (!array.Any())
                return null;

            if (array.Last() < 0)
                return null;

            if (array.First() > 1)
                return null;

            Collision2 collision = new Collision2();

            collision.Value = MinLinesIntersection(rectangle, movement, line);
            collision.Line = line;

            return collision;
        }
Esempio n. 3
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        public Rectangle2(float x1, float y1, float x2, float y2)
        {
            TopLeft = new Vector2(x1, y1);
            TopRight = new Vector2(x2, y1);
            BottomLeft = new Vector2(x1, y2);
            BottomRight = new Vector2(x2, y2);

            Top = new Line2(TopLeft, TopRight);
            Left = new Line2(BottomLeft, TopLeft);
            Right = new Line2(TopRight, BottomRight);
            Bottom = new Line2(BottomRight, BottomLeft);

            Center = new Vector2((x1 + x2) / 2, (y1 + y2) / 2);
        }
Esempio n. 4
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        public static Vector2? FindCollision(Rectangle2 rectangle, Line2 line)
        {
            var f1 = SegmentsIntersection(rectangle.Top, line);
            var f2 = SegmentsIntersection(rectangle.Left, line);
            var f3 = SegmentsIntersection(rectangle.Right, line);
            var f4 = SegmentsIntersection(rectangle.Bottom, line);

            if (!f1.HasValue && !f2.HasValue && !f3.HasValue && !f4.HasValue)
                return null;

            var d = Math.Min(Math.Min(Distance(rectangle.TopLeft, line), Distance(rectangle.TopRight, line)), Math.Min(Distance(rectangle.BottomLeft, line), Distance(rectangle.BottomRight, line)));

            return -line.Normal() * d * 1.01f;
        }
Esempio n. 5
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        public static float Distance(Vector2 point, Line2 line)
        {
            var p2 = line.Start + line.Direction();

            return ((line.Start.X - point.X) * (p2.Y - point.Y) - (line.Start.Y - point.Y) * (p2.X - point.X));
        }
Esempio n. 6
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 private static float MinLinesIntersection(Rectangle2 rectangle, Vector2 movement, Line2 line)
 {
     return Math.Min(
         Math.Min(
             LinesIntersection(rectangle.TopLeft, rectangle.TopLeft + movement, line.Start, line.End) ?? 1f,
             LinesIntersection(rectangle.TopRight, rectangle.TopRight + movement, line.Start, line.End) ?? 1f),
         Math.Min(
             LinesIntersection(rectangle.BottomLeft, rectangle.BottomLeft + movement, line.Start, line.End) ?? 1f,
             LinesIntersection(rectangle.BottomRight, rectangle.BottomRight + movement, line.Start, line.End) ?? 1f));
 }
Esempio n. 7
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 private static float? SegmentsIntersection(Line2 l1, Line2 l2)
 {
     return SegmentsIntersection(l1.Start, l1.End, l2.Start, l2.End);
 }
Esempio n. 8
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 public static bool Collides(Rectangle2 rectangle, Vector2 movement, Line2 line)
 {
     return FindCollision(rectangle, movement, line).HasValue;
 }
Esempio n. 9
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 public static bool InFrontOf(Vector2 point, Line2 line)
 {
     return (line.Start.X - point.X) * (line.End.Y - point.Y) - (line.Start.Y - point.Y) * (line.End.X - point.X) >= 0;
 }
Esempio n. 10
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        public static Vector2 FindMaxMovement(Rectangle2 rectangle, Vector2 movement, Line2 line)
        {
            var collision = FindCollision(rectangle, movement, line);

            if (collision.HasValue)
                return movement * collision.Value.Value;
            else
                return movement;
        }
Esempio n. 11
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        public static Vector2 FindMaxMovement(Vector2 position, Vector2 movement, Line2 line)
        {
            float? collision = FindCollision(position, movement, line);

            if (collision.HasValue)
                return movement * collision.Value;
            else
                return movement;
        }
Esempio n. 12
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 public static bool Collides(Vector2 position, Vector2 movement, Line2 line)
 {
     return FindCollision(position, movement, line).HasValue;
 }