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.Sub(lineSegmentStart); Vector2f ptv = circleCenter.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.Mul(projvl / segvLength); closest = lineSegmentStart.Add(projv); } bool intersects = circleCenter.Sub(closest).LengthSquared() <= GetRadius() * GetRadius(); return(intersects); }
public static Vector2f Mult(Vector2f vector, float scalar) { Vector2f answer = new Vector2f(vector); return(answer.Mul(scalar)); }
public virtual int Collide(PShape s1, PShape s2, PContact[] cs) { if (s1._type != PShapeType.CIRCLE_SHAPE || s2._type != PShapeType.CONVEX_SHAPE && s2._type != PShapeType.BOX_SHAPE) { return 0; } PCircleShape c1 = (PCircleShape) s1; PConvexPolygonShape p1 = (PConvexPolygonShape) s2; float distance = -1F; int edgeNumber = -1; Vector2f[] vers = p1.vers; int numVers = p1.numVertices; Vector2f normal = new Vector2f(); Vector2f edgeNormal = new Vector2f(); Vector2f a = new Vector2f(); Vector2f b = new Vector2f(); int num = 0; for (int i = 0; i < numVers; i++) { a.Set(c1._pos.x - vers[i].x, c1._pos.y - vers[i].y); distance = a.Length(); distance -= c1.rad; if (distance <= 0.0F) { PContact c = new PContact(); c.overlap = distance; a.Normalize(); c.normal.Set(a.x, a.y); c.pos.Set(vers[i].x, vers[i].y); cs[num] = c; if (++num == 2) { return num; } } } if (num > 0) { return num; } for (int i_0 = 0; i_0 < numVers; i_0++) { Vector2f ver = vers[i_0]; Vector2f nextVer = vers[(i_0 + 1) % numVers]; float edgeX = nextVer.x - ver.x; float edgeY = nextVer.y - ver.y; edgeNormal.Set(edgeY, -edgeX); edgeNormal.Normalize(); a.Set(c1._pos.x - ver.x, c1._pos.y - ver.y); b.Set(c1._pos.x - nextVer.x, c1._pos.y - nextVer.y); if ((a.x * edgeX + a.y * edgeY) * (b.x * edgeX + b.y * edgeY) <= 0.0F) { float edgeLen = (float) System.Math.Sqrt(edgeX * edgeX + edgeY * edgeY); float distanceToEdge = System.Math.Abs(a.x * edgeY - a.y * edgeX) / edgeLen; if (distanceToEdge <= c1.rad) { distanceToEdge -= c1.rad; if (distance > distanceToEdge || distance == -1F) { edgeNumber = i_0; distance = distanceToEdge; normal.Set(edgeNormal.x, edgeNormal.y); } } } } if (edgeNumber > -1) { PContact c_1 = new PContact(); c_1.overlap = distance; c_1.normal = normal; c_1.pos = c1._pos.Sub(normal.Mul(c1.rad)); cs[0] = c_1; return 1; } bool hit = true; for (int i_2 = 0; i_2 < numVers; i_2++) { Vector2f ver = vers[i_2]; Vector2f nextVer = vers[(i_2 + 1) % numVers]; float v1x = nextVer.x - ver.x; float v1y = nextVer.y - ver.y; float v2x = c1._pos.x - ver.x; float v2y = c1._pos.y - ver.y; if (v1x * v2y - v1y * v2x >= 0.0F) { continue; } hit = false; break; } if (hit) { distance = 1.0F; normal = new Vector2f(); for (int i = 0; i < numVers; i++) { Vector2f ver = vers[i]; Vector2f nextVer = vers[(i + 1) % numVers]; a.Set(nextVer.x - ver.x, nextVer.y - ver.y); a.Normalize(); float d = c1._pos.Sub(ver).Cross(a); if (d < 0.0F && (distance == 1.0F || distance < d)) { distance = d; normal.Set(a.y, -a.x); } } if (distance != 1.0F) { PContact c = new PContact(); c.normal.Set(normal.x, normal.y); c.pos.Set(c1._pos.x, c1._pos.y); c.overlap = distance; cs[0] = c; return 1; } } return 0; }
public static Vector2f Mult(Vector2f vector, float scalar) { Vector2f answer = new Vector2f(vector); return answer.Mul(scalar); }