public static InformationPacket Update(Puck p, Puck c, Table table, double delta_time) { double offset = p.Velocity.Speed * delta_time; double x = offset * Math.Cos(p.Velocity.Direction); double y = offset * Math.Sin(p.Velocity.Direction); PointD ghost_puck_location = p.Location.Offset(x, y); //Collect debugging information as we loop through the collision algorithm InformationPacket info = new InformationPacket(); info.Points.Add(ghost_puck_location); //Collision correction CollisionData data; while ((data = GetClosestCollisionData(p, offset, ghost_puck_location, c, table)) != null) { p.Location = data.collision_point; p.Velocity.Direction = p.Velocity.Direction.Reflect(data.projection_line.Perpendicular(data.collision_point).Angle) + Angle._180; PointD translation_reflection_point = data.projection_line.IntersectionWith(data.projection_line.Perpendicular(ghost_puck_location)); ghost_puck_location = translation_reflection_point.Offset(translation_reflection_point.X - ghost_puck_location.X, translation_reflection_point.Y - ghost_puck_location.Y); offset = ghost_puck_location.DistanceTo(p.Location); if (energy_loss_enabled) { p.Velocity.Speed *= .8; } info.Points.Add(ghost_puck_location); } //Shazam (physics calculations are complete) p.Location = ghost_puck_location; if (energy_loss_enabled) { p.Velocity.Speed -= delta_time * table.Friction; if (p.Velocity.Speed < 0) { p.Velocity.Speed = 0; } } return(info); }
public static CollisionData GetClosestCollisionData(Puck p, double offset, PointD ghost_puck_location, Puck c, Table table) { List<Line> collision_lines = new List<Line>(); collision_lines.AddRange(table.Walls); for (int j = 0; j < table.Arcs.Count; ++j) { PointD[] center_point_collisions = p.Path.IntersectionWith(table.Arcs[j]); if (center_point_collisions != null) { for (int i = 0; i < center_point_collisions.Length; ++i) { if (center_point_collisions[i] != null) { Line line_thru_center = new Line(table.Arcs[j].Point, (double?)((center_point_collisions[i].Y - table.Arcs[j].Point.Y) / (center_point_collisions[i].X - table.Arcs[j].Point.X))); Line projection_line = line_thru_center.Perpendicular(center_point_collisions[i]); collision_lines.Add(projection_line); } } } } List<CollisionData> potential_collision_points = new List<CollisionData>(); for (int j = 0; j < collision_lines.Count; ++j) { PointD center_point_collision = p.Path.IntersectionWith(collision_lines[j]); if (center_point_collision != null) { double sc = p.Location.DistanceTo(center_point_collision); double fc = ghost_puck_location.DistanceTo(center_point_collision); if (!(fc > sc && fc > offset)) { Line projection_line = ProjectionLine(p, collision_lines[j]); PointD projection_collision = p.Path.IntersectionWith(projection_line); if (offset > projection_collision.DistanceTo(p.Location)) { potential_collision_points.Add(new CollisionData(projection_collision, projection_line)); } } } } //TODO: check for collision with computer puck, add result to potential collision points right here //for (int j = 0; j < table.Arcs.Count; ++j) //{ // Arc projection_arc = p.Location.DistanceTo(table.Arcs[j].Point) < table.Arcs[j].Radius // ? new Arc(table.Arcs[j].Point, table.Arcs[j].Radius - p.Radius) // : new Arc(table.Arcs[j].Point, table.Arcs[j].Radius + p.Radius); // // PointD[] center_point_collisions = p.Path.IntersectionWith(table.Arcs[j]); // if (center_point_collisions != null) // { // for (int i = 0; i < center_point_collisions.Length; ++i) // { // if (center_point_collisions[i] != null) // { // double sc = p.Location.DistanceTo(center_point_collisions[i]); // double fc = ghost_puck_location.DistanceTo(center_point_collisions[i]); // if (!(fc > sc && fc > offset)) // { // PointD[] projection_collisions = p.Path.IntersectionWith(projection_arc); // foreach (var projection_collision in projection_collisions) // { // Line line_thru_center = new Line(table.Arcs[j].Point, (double?)((projection_collision.Y - projection_arc.Point.Y) / (projection_collision.X - projection_arc.Point.X))); // Line projection_line = line_thru_center.Perpendicular(projection_collision); // if (offset > projection_collision.DistanceTo(p.Location)) { // potential_collision_points.Add(new CollisionData(projection_collision, projection_line)); // } // } // } // } // } // } //} potential_collision_points = potential_collision_points.OrderBy(z => z.collision_point.DistanceTo(p.Location)).ToList(); return potential_collision_points.Count > 0 ? potential_collision_points[0] : null; }
public static CollisionData GetClosestCollisionData(Puck p, double offset, PointD ghost_puck_location, Puck c, Table table) { List <Line> collision_lines = new List <Line>(); collision_lines.AddRange(table.Walls); for (int j = 0; j < table.Arcs.Count; ++j) { PointD[] center_point_collisions = p.Path.IntersectionWith(table.Arcs[j]); if (center_point_collisions != null) { for (int i = 0; i < center_point_collisions.Length; ++i) { if (center_point_collisions[i] != null) { Line line_thru_center = new Line(table.Arcs[j].Point, (double?)((center_point_collisions[i].Y - table.Arcs[j].Point.Y) / (center_point_collisions[i].X - table.Arcs[j].Point.X))); Line projection_line = line_thru_center.Perpendicular(center_point_collisions[i]); collision_lines.Add(projection_line); } } } } List <CollisionData> potential_collision_points = new List <CollisionData>(); for (int j = 0; j < collision_lines.Count; ++j) { PointD center_point_collision = p.Path.IntersectionWith(collision_lines[j]); if (center_point_collision != null) { double sc = p.Location.DistanceTo(center_point_collision); double fc = ghost_puck_location.DistanceTo(center_point_collision); if (!(fc > sc && fc > offset)) { Line projection_line = ProjectionLine(p, collision_lines[j]); PointD projection_collision = p.Path.IntersectionWith(projection_line); if (offset > projection_collision.DistanceTo(p.Location)) { potential_collision_points.Add(new CollisionData(projection_collision, projection_line)); } } } } //TODO: check for collision with computer puck, add result to potential collision points right here //for (int j = 0; j < table.Arcs.Count; ++j) //{ // Arc projection_arc = p.Location.DistanceTo(table.Arcs[j].Point) < table.Arcs[j].Radius // ? new Arc(table.Arcs[j].Point, table.Arcs[j].Radius - p.Radius) // : new Arc(table.Arcs[j].Point, table.Arcs[j].Radius + p.Radius); // // PointD[] center_point_collisions = p.Path.IntersectionWith(table.Arcs[j]); // if (center_point_collisions != null) // { // for (int i = 0; i < center_point_collisions.Length; ++i) // { // if (center_point_collisions[i] != null) // { // double sc = p.Location.DistanceTo(center_point_collisions[i]); // double fc = ghost_puck_location.DistanceTo(center_point_collisions[i]); // if (!(fc > sc && fc > offset)) // { // PointD[] projection_collisions = p.Path.IntersectionWith(projection_arc); // foreach (var projection_collision in projection_collisions) // { // Line line_thru_center = new Line(table.Arcs[j].Point, (double?)((projection_collision.Y - projection_arc.Point.Y) / (projection_collision.X - projection_arc.Point.X))); // Line projection_line = line_thru_center.Perpendicular(projection_collision); // if (offset > projection_collision.DistanceTo(p.Location)) { // potential_collision_points.Add(new CollisionData(projection_collision, projection_line)); // } // } // } // } // } // } //} potential_collision_points = potential_collision_points.OrderBy(z => z.collision_point.DistanceTo(p.Location)).ToList(); return(potential_collision_points.Count > 0 ? potential_collision_points[0] : null); }