Exemplo n.º 1
0
        /// <summary>
        /// Determine point on ellipse where ray intersects
        /// </summary>
        /// <param name="v">Center point</param>
        /// <param name="size">Size</param>
        /// <param name="angle">Rotation angle (radians)</param>
        /// <param name="rayAngle">Angle to project ray (radians)</param>
        /// <returns>Point of intersection</returns>
        public static Vector EllipsePoint( Vector v, Vector size, double angle, double rayAngle )
        {
            // Normalize the angle (remove the ellipse angle)
            double normalAngle = rayAngle - angle;

            // Determine intersection point, then rotate by the ellipse angle
            return new Vector( size.X / 2 * Math.Cos( normalAngle ), size.Y / 2 * Math.Sin( normalAngle ) ).Rotate( angle ).Plus( v );
        }
Exemplo n.º 2
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        public AngularConstraint( Particle p1, Particle p2, Particle p3 )
        {
            pA = p1.Curr;
            pB = p2.Curr;
            pC = p3.Curr;

            lineA = new Line( pA, pB );
            lineB = new Line( pB, pC );

            // lineC is the reference line for getting the angle of the line segments
            pD = new Vector( pB.X + 0, pB.Y - 1 );
            lineC = new Line( pB, pD );

            // theta to constrain to -- domain is -Math.PI to Math.PI
            targetTheta = CalcTheta( pA, pB, pC );

            // coefficient of stiffness
            stiffness = 1;
        }
Exemplo n.º 3
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        /// <summary>
        /// Are ellipses colliding?
        /// </summary>
        /// <param name="v1">First ellipse center point</param>
        /// <param name="size1">First ellipse size</param>
        /// <param name="angle1">First ellipse angle</param>
        /// <param name="v2">Second ellipse center point</param>
        /// <param name="size2">Second ellipse size</param>
        /// <param name="angle2">Second ellipse angle</param>
        /// <param name="depth">Penetration depth (out)</param>
        /// <param name="point1">First ellipse intersection point</param>
        /// <param name="point2">Second ellipse intersection point</param>
        /// <returns>True if colliding</returns>
        public static bool IsEllipseCollision(
            Vector v1, Vector size1, double angle1,
            Vector v2, Vector size2, double angle2,
            out CollisionState state)
        {
            // Direction vector from first ellipse center to second ellipse center
            Vector direction = v2.MinusNew( v1 );
            double angle = direction.Angle;

            // Point of collision on first ellipse
            state.Point1 = EllipsePoint( v1, size1, angle1, angle );

            // Point of collision on second ellipse
            state.Point2 = EllipsePoint( v2, size2, angle2, angle + Math.PI );

            // Penetration depth
            state.Depth = state.Point2.MinusNew( state.Point1 );

            // If first ellipse radius (in direction of ray) + second ellipse radius is greater than the distance
            // between the two ellipses, we have a collision
            state.Colliding = ( v1.Distance( state.Point1 ) + v2.Distance( state.Point2 ) > v1.Distance( v2 ) );

            return state.Colliding;
        }
Exemplo n.º 4
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 public double Dot( Vector v )
 {
     return x * v.x + y * v.y;
 }
Exemplo n.º 5
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 public double Distance( Vector v )
 {
     double dx = x - v.x;
     double dy = y - v.y;
     return Math.Sqrt( dx * dx + dy * dy );
 }
Exemplo n.º 6
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 public double Cross( Vector v )
 {
     return x * v.y - y * v.x;
 }
Exemplo n.º 7
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 public void Copy( Vector v )
 {
     x = v.x;
     y = v.y;
 }
Exemplo n.º 8
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        /**
         * projects this vector onto b
         */
        public Vector Project( Vector b )
        {
            double adotb = this.Dot( b );
            double len = ( b.x * b.x + b.y * b.y );

            Vector proj = new Vector( 0, 0 );
            proj.x = ( adotb / len ) * b.x;
            proj.y = ( adotb / len ) * b.y;
            return proj;
        }
Exemplo n.º 9
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 public Vector PlusNew( Vector v )
 {
     return new Vector( x + v.x, y + v.y );
 }
Exemplo n.º 10
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 public Vector MinusNew( Vector v )
 {
     return new Vector( x - v.x, y - v.y );
 }
Exemplo n.º 11
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 public Vector Minus( Vector v )
 {
     x -= v.x;
     y -= v.y;
     return this;
 }
Exemplo n.º 12
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        public void UpdateScrolling()
        {
            // update scroll pane
            if (editor.Active)
            {
                // editor handles scrolling
                editor.UpdateScrolling();
            }
            else
            {
                // game handles scrolling
                Vector apos = level.actor.GetPos();
                Vector dx = new Vector(apos.X - cameraX, apos.Y - cameraY);

                double mag = dx.Magnitude();
                if (mag > 400) dx.Mult(400 / mag);

                cameraX += (int)(dx.X / 2);
                cameraY += (int)(dx.Y / 2);

                TranslateTransform tt = new TranslateTransform();
                tt.X = -(cameraX - 500);
                tt.Y = -(cameraY - 400);
                scroller.RenderTransform = tt;
            }
        }
Exemplo n.º 13
0
        public void ProcessInputs(bool[] keys)
        {
            if (personHead.Curr.Y >= 1000) Kill();
            double keySpeed = 0.1;
            if (IsDead())
            {
                wheelA.RP.Decelerate(keySpeed);
                wheelB.RP.Decelerate(keySpeed);
                return;
            }

            bool keyLeft = keys[30]; // A
            bool keyRight = keys[33]; // D
            bool keyJump = keys[48]; // S
            bool keyStunt = keys[52]; // W

            if (keyLeft)
            {
                if (lastRight)
                {
                    wheelA.RP.Decelerate(keySpeed);
                    wheelB.RP.Decelerate(keySpeed);
                }
                wheelA.RP.VS -= keySpeed;
                wheelB.RP.VS -= keySpeed;
            }
            else if (keyRight)
            {
                if (!lastRight)
                {
                    wheelA.RP.Decelerate(keySpeed);
                    wheelB.RP.Decelerate(keySpeed);
                }
                wheelA.RP.VS += keySpeed;
                wheelB.RP.VS += keySpeed;
            }
            else
            {
                wheelA.RP.VS /= 2;
                wheelB.RP.VS /= 2;
            }

            Wheel primaryWheel = wheelA;
            Wheel secondaryWheel = wheelB;

            double deltaX = lastRight ? 1 : -1;

            double dirX = 1.0;
            if (deltaX < 0)
            {
                dirX = -1.0;
                primaryWheel = wheelB;
                secondaryWheel = wheelA;
            }

            Vector downNormal = new Vector(0, 0);
            if (primaryWheel.lastNormal!=null)
            {
                airTimeout = 0;
                if (keyStunt)
                {
                    secondaryWheel.Curr.Y -= 2.0;
                    secondaryWheel.Curr.X -= dirX * 0.5;
                    personBody.Curr.X -= dirX;
                    personHead.Curr.X += dirX;
                }
                downNormal = primaryWheel.lastNormal.Clone();
                if (secondaryWheel.lastNormal != null)
                {
                    downNormal.Plus(secondaryWheel.lastNormal);
                    downNormal.Normalize();
                }
            }
            else if (secondaryWheel.lastNormal!=null)
            {
                airTimeout = 0;
                if (keyStunt)
                {
                    primaryWheel.Curr.Y -= 2.0;
                    primaryWheel.Curr.X -= dirX / 2;
                    personBody.Curr.X -= dirX;
                    personHead.Curr.X += dirX;
                }
                downNormal = secondaryWheel.lastNormal;
            }
            else
            {
                // in air
                jumpCharge = 0;
                airTimeout++;

                if (airTimeout > 10)
                {
                    Vector r = wheelB.Curr.MinusNew(wheelA.Curr);

                    if (keyRight)
                    {
                        r = r.Rotate(((2 * Math.PI) / 360) * 10);
                        r.Normalize();
                        r.Mult(5);

                        wheelA.Curr.X -= r.X;
                        wheelA.Curr.Y -= r.Y;
                        wheelB.Curr.X += r.X;
                        wheelB.Curr.Y += r.Y;

                        //personBody.Curr.X += dirX;
                        //personHead.Curr.X += 2;
                    }
                    if (keyLeft)
                    {
                        r = r.Rotate(-((2 * Math.PI) / 360) * 10);
                        r.Normalize();
                        r.Mult(5);

                        wheelA.Curr.X -= r.X;
                        wheelA.Curr.Y -= r.Y;
                        wheelB.Curr.X += r.X;
                        wheelB.Curr.Y += r.Y;

                        //personBody.Curr.X -= dirX;
                        //personHead.Curr.X -= 2;
                    }
                }
            }

            if (airTimeout == 0)
            {
                if (jumpCharge > 0 & !keyJump)
                {
                    jumpImpulse.X = downNormal.X * jumpCharge;
                    jumpImpulse.Y = downNormal.Y * jumpCharge;
                    jumpCharge = 0;
                }

                if (keyJump)
                {
                    if (jumpCharge == 0) jumpCharge = 8; // initial charge
                    if (jumpCharge < 25) jumpCharge += 0.5;

                    personBody.Curr.Y -= downNormal.Y * jumpCharge * 0.1;
                    personHead.Curr.Y -= downNormal.Y * jumpCharge * 0.1;
                    personBody.Curr.X -= downNormal.X * jumpCharge * 0.1;
                    personHead.Curr.X -= downNormal.X * jumpCharge * 0.1;
                    personHead.Curr.X += dirX;
                    personBody.Curr.X -= dirX;

                    primaryWheel.Curr.X += dirX * jumpCharge * 0.1;
                }
            }

            if (jumpImpulse.X != 0 || jumpImpulse.Y != 0)
            {
                primaryWheel.Curr.X += jumpImpulse.X;
                primaryWheel.Curr.Y += jumpImpulse.Y;
                secondaryWheel.Curr.X += jumpImpulse.X;
                secondaryWheel.Curr.Y += jumpImpulse.Y;

                jumpImpulse.X = jumpImpulse.X / 2;
                jumpImpulse.Y = jumpImpulse.Y / 2;

                if (Math.Abs(jumpImpulse.X) < 1) jumpImpulse.X = 0;
                if (Math.Abs(jumpImpulse.Y) < 1) jumpImpulse.Y = 0;
            }

            if (keyLeft) lastRight = false;
            if (keyRight) lastRight = true;

            primaryWheel.lastNormal = null;
            secondaryWheel.lastNormal = null;
        }
Exemplo n.º 14
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        public void Init(double cx, double cy)
        {
            center = new Vector( cx, cy );
             		verts = new List<Vector>();
             		normal = new Vector( 0, 0 );

             		active = true;
            SetDirty();
        }
Exemplo n.º 15
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 public Vector Plus( Vector v )
 {
     x += v.x;
     y += v.y;
     return this;
 }
Exemplo n.º 16
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 public Line( Vector p1, Vector p2 )
 {
     this.p1 = p1;
     this.p2 = p2;
 }
Exemplo n.º 17
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        private double CalcTheta( Vector pa, Vector pb, Vector pc )
        {
            Vector AB = new Vector( pb.X - pa.X, pb.Y - pa.Y );
            Vector BC = new Vector( pc.X - pb.X, pc.Y - pb.Y );

            double dotProd = AB.Dot( BC );
            double crossProd = AB.Cross( BC );
            return Math.Atan2( crossProd, dotProd );
        }