private PPolygonPolygonCollider.PWContactedVertex [] ClipEdge(PPolygonPolygonCollider.PWContactedVertex [] clips,
				Vector2f normal, float dist) {
			PPolygonPolygonCollider.PWContactedVertex [] line = new PPolygonPolygonCollider.PWContactedVertex [2];
			int numClips = 0;
			float dist0 = normal.Dot(clips[0].v) - dist;
			float dist1 = normal.Dot(clips[1].v) - dist;
			if (dist0 < 0.0F) {
				line[numClips] = clips[0];
				numClips++;
			}
			if (dist1 < 0.0F) {
				line[numClips] = clips[1];
				numClips++;
			}
			if (numClips == 0)
				return null;
			if (numClips == 2)
				return line;
			int c = 0;
			if (dist0 < 0.0F && dist1 > 0.0F)
				c = 1;
			float d = dist0 / (dist0 - dist1);
			line[1] = new PPolygonPolygonCollider.PWContactedVertex ();
			line[1].v = clips[1].v.Sub(clips[0].v).Clone();
			line[1].v.MulLocal(d);
			line[1].v.AddLocal(clips[0].v);
			line[1].data = clips[c].data;
			return line;
		}
예제 #2
0
파일: Circle.cs 프로젝트: vb0067/LGame
        public bool Intersects(Line other)
        {
            Vector2f lineSegmentStart = new Vector2f(other.GetX1(), other.GetY1());
            Vector2f lineSegmentEnd   = new Vector2f(other.GetX2(), other.GetY2());
            Vector2f circleCenter     = new Vector2f(GetCenterX(), GetCenterY());
            Vector2f closest;
            Vector2f segv       = lineSegmentEnd.Cpy().Sub(lineSegmentStart);
            Vector2f ptv        = circleCenter.Cpy().Sub(lineSegmentStart);
            float    segvLength = segv.Len();
            float    projvl     = ptv.Dot(segv) / segvLength;

            if (projvl < 0)
            {
                closest = lineSegmentStart;
            }
            else if (projvl > segvLength)
            {
                closest = lineSegmentEnd;
            }
            else
            {
                Vector2f projv = segv.Cpy().Scale(projvl / segvLength);
                closest = lineSegmentStart.Cpy().Add(projv);
            }
            bool intersects = circleCenter.Cpy().Sub(closest).LengthSquared() <= GetRadius()
                              * GetRadius();

            return(intersects);
        }
예제 #3
0
        public void GetClosestPoint(Vector2f point, Vector2f result)
        {
            loc.Set(point);
            loc.Sub(start);

            float projDistance = vec.Dot(loc);

            projDistance /= vec.LengthSquared();

            if (projDistance < 0)
            {
                result.Set(start);
                return;
            }
            if (projDistance > 1)
            {
                result.Set(end);
                return;
            }

            result.x = start.GetX() + projDistance * vec.GetX();
            result.y = start.GetY() + projDistance * vec.GetY();
        }
예제 #4
0
		public static float CalcEffectiveMass(PBody b1, PBody b2, Vector2f r1,
				Vector2f r2, Vector2f normal) {
			float rn1 = normal.Dot(r1);
			float rn2 = normal.Dot(r2);
			return 1.0F / (b1.invM + b2.invM + b1.invI
					* ((r1.x * r1.x + r1.y * r1.y) - rn1 * rn1) + b2.invI
					* ((r2.x * r2.x + r2.y * r2.y) - rn2 * rn2));
		}
		public virtual int Collide(PShape s1, PShape s2, PContact[] cs) {
			if (s1._type != PShapeType.CONVEX_SHAPE
					&& s1._type != PShapeType.BOX_SHAPE
					|| s2._type != PShapeType.CONVEX_SHAPE
					&& s2._type != PShapeType.BOX_SHAPE) {
				return 0;
			}
			PConvexPolygonShape p1 = (PConvexPolygonShape) s1;
			PConvexPolygonShape p2 = (PConvexPolygonShape) s2;
			PPolygonPolygonCollider.PWDistanceData  dis1 = GetDistance(p1, p2);
			if (dis1.dist > 0.0F)
				return 0;
			PPolygonPolygonCollider.PWDistanceData  dis2 = GetDistance(p2, p1);
			if (dis2.dist > 0.0F)
				return 0;
			float error = 0.008F;
			int edgeA;
			PConvexPolygonShape pa;
			PConvexPolygonShape pb;
			bool flip;
			if (dis1.dist > dis2.dist + error) {
				pa = p1;
				pb = p2;
				edgeA = dis1.edge;
				flip = false;
			} else {
				pa = p2;
				pb = p1;
				edgeA = dis2.edge;
				flip = true;
			}
			Vector2f normal = pa.nors[edgeA];
			Vector2f tangent = new Vector2f(-normal.y, normal.x);
			Vector2f[] paVers = pa.vers;
			PPolygonPolygonCollider.PWContactedVertex [] cv = GetEdgeOfPotentialCollision(pa, pb, edgeA,
					flip);
			cv = ClipEdge(cv, tangent.Negate(), -tangent.Dot(paVers[edgeA]));
			if (cv == null)
				return 0;
			cv = ClipEdge(cv, tangent,
					tangent.Dot(paVers[(edgeA + 1) % pa.numVertices]));
			if (cv == null)
				return 0;
			Vector2f contactNormal = (flip) ? normal : normal.Negate();
			int numContacts = 0;
			for (int i = 0; i < 2; i++) {
				float dist = normal.Dot(cv[i].v) - normal.Dot(paVers[edgeA]);
				if (dist < 0.0F) {
					PContact c = new PContact();
					c.normal.Set(contactNormal.x, contactNormal.y);
					c.pos.Set(cv[i].v.x, cv[i].v.y);
					c.overlap = dist;
					c.data = cv[i].data;
					c.data.flip = flip;
					cs[numContacts] = c;
					numContacts++;
				}
			}
	
			return numContacts;
		}