Exemplo n.º 1
0
        /// <summary>
        /// Calculates teh distance between a ball and a line
        /// </summary>
        /// <param name="ballPos"></param>
        /// <param name="lineStart"></param>
        /// <param name="lineEnd"></param>
        /// <returns></returns>
        public static float CalculateBallDist(Vec2 ballPos, Vec2 lineStart, Vec2 lineEnd)
        {
            Vec2  a       = ballPos - lineStart;
            Vec2  b       = lineEnd - lineStart;
            Vec2  bNorm   = b.Normalized();
            float pLength = a.Dot(bNorm);
            Vec2  pVec    = pLength * bNorm;
            Vec2  distVec = a - pVec;

            return(distVec.Length);
        }
Exemplo n.º 2
0
        protected override void RenderSelf(GXPEngine.Core.GLContext glContext)
        {
            Vec2 endPoint = startPoint + vector * scaleFactor;

            Gizmos.RenderLine(startPoint.x, startPoint.y, endPoint.x, endPoint.y, color, lineWidth, true);

            Vec2 smallVec = vector.Normalized() * -10;             // constant length 10, opposite direction of vector
            Vec2 left     = new Vec2(-smallVec.y, smallVec.x) + smallVec + endPoint;
            Vec2 right    = new Vec2(smallVec.y, -smallVec.x) + smallVec + endPoint;

            Gizmos.RenderLine(endPoint.x, endPoint.y, left.x, left.y, color, lineWidth, true);
            Gizmos.RenderLine(endPoint.x, endPoint.y, right.x, right.y, color, lineWidth, true);
        }
Exemplo n.º 3
0
        public TestVectorFunction()
        {
            //-------------------------------------------------------------------------
            //						Addition
            //-------------------------------------------------------------------------
            Vec2 testVectorAddition1 = new Vec2(2, 3);
            Vec2 testVectorAddition2 = new Vec2(3, 4);

            Console.WriteLine("Addition ok ?:" + (testVectorAddition1.x + testVectorAddition2.x == 5 && testVectorAddition1.y + testVectorAddition2.y == 7));

            //-------------------------------------------------------------------------
            //						Subtraction
            //-------------------------------------------------------------------------
            Vec2 testVectorSubtraction1 = new Vec2(2, 3);
            Vec2 testVectorSubtraction2 = new Vec2(3, 4);

            Console.WriteLine("Subtraction ok ?:" + (testVectorSubtraction1.x - testVectorSubtraction2.x == -1 && testVectorSubtraction1.y - testVectorSubtraction2.y == -1));

            //-------------------------------------------------------------------------
            //						Multiplication Right
            //-------------------------------------------------------------------------
            Vec2 testMultiplicationRight   = new Vec2(2, 3);
            Vec2 resultMultiplicationRight = testMultiplicationRight * 3;

            Console.WriteLine("Scalar multiplication right ok ?:" + (resultMultiplicationRight.x == 6 && resultMultiplicationRight.y == 9 && testMultiplicationRight.x == 2 && testMultiplicationRight.y == 3));

            //-------------------------------------------------------------------------
            //						Multiplication Left
            //-------------------------------------------------------------------------

            Vec2 testMultiplicationLeft   = new Vec2(2, 3);
            Vec2 resultMultiplicationLeft = testMultiplicationRight * 3;

            Console.WriteLine("Scalar multiplication right ok ?:" + (resultMultiplicationLeft.x == 6 && resultMultiplicationLeft.y == 9 && testMultiplicationLeft.x == 2 && testMultiplicationLeft.y == 3));

            //-------------------------------------------------------------------------
            //							Magnitude
            //-------------------------------------------------------------------------
            Vec2 testVectorMagnitude = new Vec2(3, 4);

            Console.WriteLine("Magnitude ok ?:" + (testVectorMagnitude.Magnitude() == 5f));

            //-------------------------------------------------------------------------
            //							Normalize Current Vector
            //-------------------------------------------------------------------------
            Vec2 testVectorNormalizeCurrent = new Vec2(3, 4);

            testVectorNormalizeCurrent.Normalize();
            Console.WriteLine("Normalized Curent Vector ok ?:" + (testVectorNormalizeCurrent.x == 0.6f && testVectorNormalizeCurrent.y == 0.8f));

            //-------------------------------------------------------------------------
            //							Normalize New Vector
            //-------------------------------------------------------------------------
            Vec2 testVectorNormalizeOther = new Vec2(3, 4);
            Vec2 normalizedVector         = testVectorNormalizeOther.Normalized();

            Console.WriteLine("Normalized New Vector ok ?:" + (normalizedVector.x == 0.6f && normalizedVector.y == 0.8f));

            //-------------------------------------------------------------------------
            //							SetScale Vector
            //-------------------------------------------------------------------------
            Vec2 testVectorSetScale = new Vec2(3, 4);

            testVectorSetScale.SetXY(5, 6);
            Console.WriteLine("SetScale Vector ok ?:" + (testVectorSetScale.x == 5 && testVectorSetScale.y == 6));
        }
Exemplo n.º 4
0
        public static void UnitTest()
        {
            Vec2  testVec   = new Vec2(2, 4);
            Vec2  testVec2  = new Vec2(3, 4);
            float tempFloat = 0;

            Vec2 temp = testVec + testVec2;

            Console.WriteLine("Addition correct?: " + (Math.Abs(temp.x - 5) < 0.01f && Math.Abs(temp.y - 8) < 0.01f));

            temp = testVec - testVec2;
            Console.WriteLine("Substraction correct?: " + (Math.Abs(temp.x + 1) < 0.01f && Math.Abs(temp.y) < 0.01f));

            temp = 2 * testVec;
            Console.WriteLine("Multiplication on left correct?: " + (Math.Abs(temp.x - 4) < 0.01f && Math.Abs(temp.y - 8) < 0.01f));

            temp = testVec * 2;
            Console.WriteLine("Multiplication on right correct?: " + (Math.Abs(temp.x - 4) < 0.01f && Math.Abs(temp.y - 8) < 0.01f));

            tempFloat = testVec2.Length();
            Console.WriteLine("Length correct?: " + (Math.Abs(tempFloat - 5) < 0.01f));

            testVec2.Normalize();
            Console.WriteLine("Normalize correct?: " + (Math.Abs(testVec2.Length() - 1) < 0.01f && Math.Abs(testVec2.x - 0.6f) < 0.01f && Math.Abs(testVec2.y - 0.8f) < 0.01f));

            testVec2 = new Vec2(3, 4);

            temp = testVec2.Normalized();
            Console.WriteLine("Normalized correct?: " + (Math.Abs(temp.Length() - 1) < 0.01f && Math.Abs(temp.x - 0.6f) < 0.01f && Math.Abs(temp.y - 0.8f) < 0.01f));

            testVec.SetXY(15, 2);
            Console.WriteLine("SetXY correct?: " + (Math.Abs(testVec.x - 15) < 0.01f && Math.Abs(testVec.y - 2) < 0.01f));

            Console.WriteLine("Deg2Rad correct?: " + (Math.Abs(Deg2Rad(180) - Math.PI) < 0.01f));

            Console.WriteLine("Rad2Deg correct?: " + (Math.Abs(Rad2Deg((float)Math.PI) - 180) < 0.01f));

            testVec = GetUnitVectorDeg(180);
            Console.WriteLine("GetUnitVectorDeg correct?: " + (Math.Abs(testVec.x + 1) < 0.01f && Math.Abs(testVec.y) < 0.01f));

            testVec = GetUnitVectorRad((float)Math.PI);
            Console.WriteLine("GetUnitVectorRad correct?: " + (Math.Abs(testVec.x + 1) < 0.01f && Math.Abs(testVec.y) < 0.01f));

            Console.WriteLine("RandomUnitVector correct?: " + (Math.Abs(RandomUnitVector().Length() - 1) < 0.01f));

            testVec = RandomUnitVector();
            testVec.SetAngleDegrees(270);
            Console.WriteLine("SetAngleDegrees correct?: " + (Math.Abs(testVec.y + 1) < 0.01f && Math.Abs(testVec.x) < 0.01f));

            Console.WriteLine("GetAngleDegrees correct?: " + (Math.Abs(testVec.GetAngleDegrees() - 270) < 0.01f));

            testVec.SetAngleRadians((float)Math.PI);
            Console.WriteLine("SetAngleRadians correct?: " + (Math.Abs(testVec.x + 1) < 0.01f && Math.Abs(testVec.y) < 0.01f));

            Console.WriteLine("GetAngleRadians correct?: " + (Math.Abs(testVec.GetAngleRadians() - Math.PI) < 0.01f));

            testVec.RotateDegrees(90);
            Console.WriteLine("RotateDegrees correct?: " + (Math.Abs(testVec.GetAngleDegrees() - 270) < 0.01f));

            testVec = RandomUnitVector();
            testVec.SetAngleDegrees(180);

            testVec.RotateRadians((float)Math.PI / 2);
            Console.WriteLine("RotateRadians correct?: " + (Math.Abs(testVec.GetAngleRadians() - (3 * Math.PI) / 2) < 0.01f));

            testVec  = new Vec2(2, 4);
            testVec2 = new Vec2(3, 4);

            Console.WriteLine("Dot correct?: " + ((testVec.Dot(testVec2) - 22) < 0.01f));

            Vec2 testVecNormal = testVec2.Normal();

            Console.WriteLine("Normal correct?: " + (Math.Abs(testVecNormal.x + 0.8f) < 0.01f && Math.Abs(testVecNormal.y - 0.6f) < 0.01f && Math.Abs(testVecNormal.Length() - 1) < 0.01f));

            testVec.Reflect(1, testVec2);
            Console.WriteLine("Reflect correct?: " + (Math.Abs(testVec.x - 3.28f) < 0.01f && Math.Abs(testVec.y - 3.04f) < 0.01f));
        }