Exemplo n.º 1
0
        public virtual int Collide(PShape s1, PShape s2, PContact[] cs)
        {
            if (s1._type != Physics.PShapeType.CIRCLE_SHAPE ||
                s2._type != Physics.PShapeType.CIRCLE_SHAPE)
            {
                return(0);
            }
            PCircleShape c1     = (PCircleShape)s1;
            PCircleShape c2     = (PCircleShape)s2;
            Vector2f     normal = c2._pos.Sub(c1._pos);
            float        rad    = c1.rad + c2.rad;
            float        length = normal.Length();

            if (length < rad)
            {
                PContact c = new PContact();
                c.overlap = length - rad;
                normal.Normalize();
                c.pos.Set(c1._pos.x + normal.x * c1.rad, c1._pos.y + normal.y
                          * c1.rad);
                c.normal.Set(-normal.x, -normal.y);
                cs[0] = c;
                return(1);
            }
            else
            {
                return(0);
            }
        }
Exemplo n.º 2
0
        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);
        }