Esempio n. 1
0
        public static bool PointOnLine(Vector point, Line line)
        {
            Vector a, b;

            Vector ap = Geom.Sub(point, line.a);
            Vector ab = Geom.Sub(line.b, line.a);

            // colinear check
            if (Geom.Mul(ap, ab) != 0)
            {
                return(false);
            }


            // check x
            if (line.a.x < line.b.x)
            {
                a = line.a;
                b = line.b;
            }
            else
            {
                a = line.b;
                b = line.a;
            }

            if (point.x < a.x || point.x > b.x)
            {
                return(false);
            }

            // check y
            if (line.a.y < line.b.y)
            {
                a = line.a;
                b = line.b;
            }
            else
            {
                a = line.b;
                b = line.a;
            }

            if (point.y < a.y || point.y > b.y)
            {
                return(false);
            }

            return(true);
        }
Esempio n. 2
0
        private Collision GetCollision(Shape figure)
        {
            Circle circle = model.player;

            Polygon poly = (Polygon)figure;

            Vector[] dots = poly.dots.ToArray();


            for (int i = 0; i < dots.Length - 1; i++)
            {
                Vector a    = dots[i];
                Vector b    = dots[i + 1];
                Line   line = new Line(a, b);


                if (Geom.IntersectCircleLineRectangles(circle, line))
                {
                    float dist = Geom.Distance(line, circle.center);

                    if ((dist - circle.rad) <= PRECISION)
                    {
                        float prevDist = Geom.Distance(line, copyCircle.center);
                        if (dist < prevDist)
                        {
                            return(new Collision(line, Collision.Type.Normal));
                        }
                    }
                }
                else
                {
                    float distCorner = Geom.DistanceCorner(circle, line);
                    if ((distCorner - circle.rad) <= PRECISION)
                    {
                        float prevDistCorner = Geom.DistanceCorner(copyCircle, line);
                        if (distCorner < prevDistCorner)
                        {
                            return(new Collision(line, Collision.Type.Corner));
                        }
                    }
                }
            }

            return(null);
        }