コード例 #1
0
ファイル: PolygonExtensions.cs プロジェクト: Jeffersah/FP1
        public static bool DoSingleColision_Debug(Polygon MovingPoly, Polygon StationaryPoly, Velocity velocity, List <Vector2[]> lines, List <Color> linecolors)
        {
            Vector2[][] MovingLines     = new Vector2[MovingPoly.NumberOfSides()][];
            Vector2[][] StationaryLines = new Vector2[StationaryPoly.NumberOfSides()][];
            bool        doWork          = false;

            for (int i = 0; i < MovingLines.Length; i++)
            {
                MovingLines[i] = new Vector2[] { velocity.Move(MovingPoly.GetCorner(i), -1f), velocity.Move(MovingPoly.GetCorner(i), 1f) };
                lines.Add(MovingLines[i]);
                linecolors.Add(Color.Blue);
                if (!doWork && LocationManager.getBounds(MovingLines[i]).Intersects(StationaryPoly.Bounds))
                {
                    doWork = true;
                }
            }
            for (int i = 0; i < StationaryLines.Length; i++)
            {
                StationaryLines[i] = new Vector2[] { velocity.Move(StationaryPoly.GetCorner(i), -1f), velocity.Move(StationaryPoly.GetCorner(i), 1f) };
                lines.Add(StationaryLines[i]);
                linecolors.Add(Color.Green);
                if (!doWork && LocationManager.getBounds(StationaryLines[i]).Intersects(MovingPoly.Bounds))
                {
                    doWork = true;
                }
            }
            if (!doWork)
            {
                foreach (Vector2[] v in LocationManager.RectangleEdges(MovingPoly.Bounds))
                {
                    lines.Add(v);
                    linecolors.Add(Color.Yellow);
                }
                foreach (Vector2[] v in LocationManager.RectangleEdges(StationaryPoly.Bounds))
                {
                    lines.Add(v);
                    linecolors.Add(Color.Yellow);
                }
                return(false);
            }

            int     lowindex     = -1;
            int     otherindex   = -1;
            float   lowdistance  = 0;
            bool    movingcloser = false;
            Vector2 intersect    = new Vector2();

            for (int i = 0; i < MovingLines.Length; i++)
            {
                for (int i2 = 0; i2 < StationaryLines.Length; i2++)
                {
                    Vector2?V2 = LocationManager.getIntersectionPoint(StationaryPoly.GetEdge(i2), MovingLines[i]);
                    if (V2.HasValue)
                    {
                        if (lowindex == -1 || LocationManager.distanceCheck(V2.Value, MovingLines[i][0], lowdistance))
                        {
                            lowdistance  = LocationManager.getDistance(V2.Value, MovingLines[i][0]);
                            lowindex     = i;
                            otherindex   = i2;
                            movingcloser = true;
                            intersect    = V2.Value;
                        }
                    }
                }
            }
            for (int i = 0; i < StationaryLines.Length; i++)
            {
                for (int i2 = 0; i2 < MovingLines.Length; i2++)
                {
                    Vector2?V2 = LocationManager.getIntersectionPoint(MovingPoly.GetEdge(i2), StationaryLines[i]);
                    if (V2.HasValue)
                    {
                        //Console.Out.WriteLine("Intersection at {0}::{1} => Point at {2}", MovingPoly.GetEdge(i2)[0] + "," + MovingPoly.GetEdge(i2)[1], StationaryLines[i][0] + "," + StationaryLines[i][1], V2.Value);
                        if (lowindex == -1 || LocationManager.distanceCheck(V2.Value, StationaryLines[i][1], lowdistance))
                        {
                            lowdistance  = velocity.M - LocationManager.getDistance(V2.Value, StationaryLines[i][0]);
                            lowindex     = i;
                            otherindex   = i2;
                            movingcloser = false;
                            intersect    = V2.Value;
                        }
                    }
                }
            }

            if (lowindex != -1)
            {
                Velocity AddToVelocity = new Velocity();
                if (movingcloser)
                {
                    float angle = LocationManager.getRotation(intersect, LocationManager.getReflectionLine(MovingLines[lowindex], StationaryPoly.GetEdge(otherindex))[1]);
                    AddToVelocity.A = angle;
                    AddToVelocity.M = velocity.M;
                    lines.Add(new Vector2[] { MovingLines[lowindex][0], MovingLines[lowindex][1] });
                    linecolors.Add(Color.Red);
                }
                else
                {
                    float angle = LocationManager.getRotation(intersect, LocationManager.getReflectionLine(StationaryLines[lowindex], MovingPoly.GetEdge(otherindex))[1]);
                    AddToVelocity.A = angle;
                    AddToVelocity.M = velocity.M;
                    lines.Add(new Vector2[] { StationaryLines[lowindex][0], StationaryLines[lowindex][1] });
                    linecolors.Add(Color.Red);
                }

                velocity.X = AddToVelocity.X;
                velocity.Y = AddToVelocity.Y;

                MovingPoly.Position = LocationManager.moveByRotation(MovingPoly.Position, lowdistance, velocity.A);
                return(true);
            }
            return(false);
        }
コード例 #2
0
ファイル: PolygonExtensions.cs プロジェクト: Jeffersah/FP1
        public static bool TryTurn_Debug(Polygon myPoly, Polygon StationaryPoly, ref float amt, List <Vector2[]> lines, List <Color> linecolors)
        {
            Vector2 CircleCenter = myPoly.Position;

            Pair <float, bool, float>[] distances;
            float greatestMine = 0;
            float lowestOther  = -1;
            ArrayBuilder <Pair <float, bool, float> > build = new ArrayBuilder <Pair <float, bool, float> >(myPoly.NumberOfSides() + StationaryPoly.NumberOfSides());

            for (int x = 0; x < myPoly.NumberOfSides(); x++)
            {
                float next = LocationManager.getDistance(CircleCenter, myPoly.GetCorner(x));
                build.Add(new Pair <float, bool, float>(next, true, LocationManager.getRotation(CircleCenter, myPoly.GetCorner(x))));
                if (next > greatestMine)
                {
                    greatestMine = next;
                }
            }
            for (int x = 0; x < StationaryPoly.NumberOfSides(); x++)
            {
                float next = LocationManager.getDistance(CircleCenter, StationaryPoly.GetCorner(x));
                build.Add(new Pair <float, bool, float>(next, false, LocationManager.getRotation(CircleCenter, StationaryPoly.GetCorner(x))));
                if (lowestOther == -1 || next < lowestOther)
                {
                    lowestOther = next;
                }
            }
            distances = build.Finish();
            float currentMin = amt;

            for (int i = 0; i < distances.Length; i++)
            {
                for (int i2 = 0; i2 < (distances[i].second ? StationaryPoly.NumberOfSides() : myPoly.NumberOfSides()); i2++)
                {
                    Vector2[] line     = (distances[i].second ? StationaryPoly.GetEdge(i2) : myPoly.GetEdge(i2));
                    float     minAngle = distances[i].third;
                    foreach (float f in LocationManager.CircleIntersects_A(line, CircleCenter, distances[i].first))
                    {
                        lines.Add(new Vector2[] { Vector2.Add(new Vector2(-2, 0), LocationManager.moveByRotation(CircleCenter, distances[i].first, f)), Vector2.Add(new Vector2(2, 0), LocationManager.moveByRotation(CircleCenter, distances[i].first, f)) });
                        linecolors.Add(Color.Red);
                        lines.Add(new Vector2[] { Vector2.Add(new Vector2(0, -2), LocationManager.moveByRotation(CircleCenter, distances[i].first, f)), Vector2.Add(new Vector2(0, 2), LocationManager.moveByRotation(CircleCenter, distances[i].first, f)) });
                        linecolors.Add(Color.Red);
                        if (amt > 0)
                        {
                            if (f > minAngle && LocationManager.NormalRelitiveAngle(minAngle, f) < amt)
                            {
                                lines.Add(new Vector2[] { Vector2.Add(new Vector2(-8, 0), LocationManager.moveByRotation(CircleCenter, distances[i].first, f)), Vector2.Add(new Vector2(8, 0), LocationManager.moveByRotation(CircleCenter, distances[i].first, f)) });
                                linecolors.Add(Color.Blue);
                                lines.Add(new Vector2[] { Vector2.Add(new Vector2(0, -8), LocationManager.moveByRotation(CircleCenter, distances[i].first, f)), Vector2.Add(new Vector2(0, 8), LocationManager.moveByRotation(CircleCenter, distances[i].first, f)) });
                                linecolors.Add(Color.Blue);
                            }
                            if (f > (minAngle) && LocationManager.NormalRelitiveAngle(minAngle, f) < currentMin)
                            {
                                currentMin = LocationManager.NormalRelitiveAngle(minAngle, f);
                            }
                        }
                        else if (amt < 0)
                        {
                            if (f < minAngle && LocationManager.NormalRelitiveAngle(f, minAngle) < -amt)
                            {
                                lines.Add(new Vector2[] { Vector2.Add(new Vector2(-8, 0), LocationManager.moveByRotation(CircleCenter, distances[i].first, f)), Vector2.Add(new Vector2(8, 0), LocationManager.moveByRotation(CircleCenter, distances[i].first, f)) });
                                linecolors.Add(Color.Blue);
                                lines.Add(new Vector2[] { Vector2.Add(new Vector2(0, -8), LocationManager.moveByRotation(CircleCenter, distances[i].first, f)), Vector2.Add(new Vector2(0, 8), LocationManager.moveByRotation(CircleCenter, distances[i].first, f)) });
                                linecolors.Add(Color.Blue);
                            }
                            if (f < minAngle && LocationManager.NormalRelitiveAngle(f, minAngle) < -currentMin)
                            {
                                currentMin = LocationManager.NormalRelitiveAngle(f, minAngle);
                            }
                        }
                    }
                }
            }
            if (currentMin == amt)
            {
                myPoly.Rotation += amt;
                return(false);
            }
            else
            {
                myPoly.Rotation += currentMin * .9f;
                amt             *= -.9f;
                return(true);
            }
        }
コード例 #3
0
ファイル: PolygonExtensions.cs プロジェクト: Jeffersah/FP1
        public static bool DoSingleColision(Polygon MovingPoly, Polygon StationaryPoly, ref Vector2 velocity, bool isMA)
        {
            if (!isMA)
            {
                velocity = Physics.ConvertToMA(velocity);
            }
            Vector2[][] MovingLines     = new Vector2[MovingPoly.NumberOfSides()][];
            Vector2[][] StationaryLines = new Vector2[StationaryPoly.NumberOfSides()][];

            for (int i = 0; i < MovingLines.Length; i++)
            {
                MovingLines[i] = new Vector2[] { LocationManager.moveByRotation(MovingPoly.GetCorner(i), -velocity.X, velocity.Y), LocationManager.moveByRotation(MovingPoly.GetCorner(i), velocity.X, velocity.Y) };
            }
            for (int i = 0; i < StationaryLines.Length; i++)
            {
                StationaryLines[i] = new Vector2[] { /*StationaryPoly.GetCorner(i)*/ LocationManager.moveByRotation(StationaryPoly.GetCorner(i), velocity.X, velocity.Y), LocationManager.moveByRotation(StationaryPoly.GetCorner(i), -velocity.X, velocity.Y) };
            }

            int     lowindex     = -1;
            int     otherindex   = -1;
            float   lowdistance  = 0;
            bool    movingcloser = false;
            Vector2 intersect    = new Vector2();

            for (int i = 0; i < MovingLines.Length; i++)
            {
                for (int i2 = 0; i2 < StationaryLines.Length; i2++)
                {
                    Vector2?V2 = LocationManager.getIntersectionPoint(StationaryPoly.GetEdge(i2), MovingLines[i]);
                    if (V2.HasValue)
                    {
                        if (lowindex == -1 || LocationManager.distanceCheck(V2.Value, MovingLines[i][0], lowdistance))
                        {
                            lowdistance  = LocationManager.getDistance(V2.Value, MovingLines[i][0]);
                            lowindex     = i;
                            otherindex   = i2;
                            movingcloser = true;
                            intersect    = V2.Value;
                        }
                    }
                }
            }
            for (int i = 0; i < StationaryLines.Length; i++)
            {
                for (int i2 = 0; i2 < MovingLines.Length; i2++)
                {
                    Vector2?V2 = LocationManager.getIntersectionPoint(MovingPoly.GetEdge(i2), StationaryLines[i]);
                    if (V2.HasValue)
                    {
                        //Console.Out.WriteLine("Intersection at {0}::{1} => Point at {2}", MovingPoly.GetEdge(i2)[0] + "," + MovingPoly.GetEdge(i2)[1], StationaryLines[i][0] + "," + StationaryLines[i][1], V2.Value);
                        if (lowindex == -1 || LocationManager.distanceCheck(V2.Value, StationaryLines[i][1], lowdistance))
                        {
                            lowdistance  = velocity.X - LocationManager.getDistance(V2.Value, StationaryLines[i][0]);
                            lowindex     = i;
                            otherindex   = i2;
                            movingcloser = false;
                            intersect    = V2.Value;
                        }
                    }
                }
            }

            if (lowindex != -1)
            {
                //Console.Out.WriteLine("Colis=> Lowindex: {0}, distance: {1}, whose:{2}", lowindex, lowdistance, movingcloser);
                Vector2 AddToVelocity = new Vector2();
                if (movingcloser)
                {
                    float angle = LocationManager.getRotation(intersect, LocationManager.getReflectionLine(MovingLines[lowindex], StationaryPoly.GetEdge(otherindex))[1]);
                    AddToVelocity.Y = angle;
                    AddToVelocity.X = velocity.X;
                }
                else
                {
                    float angle = LocationManager.getRotation(intersect, LocationManager.getReflectionLine(StationaryLines[lowindex], MovingPoly.GetEdge(otherindex))[1]);
                    AddToVelocity.Y = angle;
                    AddToVelocity.X = -velocity.X;
                }
                velocity            = AddToVelocity;
                MovingPoly.Position = LocationManager.moveByRotation(MovingPoly.Position, lowdistance - .4f, velocity.Y);
                if (!isMA)
                {
                    velocity = Physics.ConvertToXY(velocity);
                }
                return(true);
            }
            if (!isMA)
            {
                velocity = Physics.ConvertToXY(velocity);
            }
            return(false);
        }
コード例 #4
0
 /// <summary>
 /// Converts a rectangle into an equivalent polygon
 /// </summary>
 /// <param name="r"></param>
 /// <returns></returns>
 public static Polygon GetFromRectangle(Rectangle r)
 {
     Polygon tmp = new Polygon(UNIT_SQUARE(), LocationManager.getVectorFromPoint(r.Center), 0);
     tmp.Scale(r.Width, r.Height);
     return tmp;
 }
コード例 #5
0
 /// <summary>
 /// Check if the bounds of this polygon intersect the bounds of another.
 /// </summary>
 /// <param name="p"></param>
 /// <returns>False if the polygons cannot be coliding, true if colision is possible</returns>
 public bool CheckColisions_Rough(Polygon p)
 {
     return Bounds.Intersects(p.Bounds);
 }
コード例 #6
0
 /// <summary>
 /// Checks if two polygons colide using a rough check followed by a precise check if nessecary
 /// </summary>
 /// <param name="p"></param>
 /// <returns></returns>
 public bool CheckColisions(Polygon p)
 {
     return CheckColisions_Rough(p) && CheckColisions_Accurate(p);
 }