/// <summary> /// Draw a single RoundLine. Usually you want to draw a list of RoundLines /// at a time instead for better performance. /// </summary> public void Draw(RoundLine roundLine, float lineRadius, Color lineColor, Matrix viewProjMatrix, float time, string techniqueName) { device.SetVertexBuffer(vb); device.Indices = ib; viewProjMatrixParameter.SetValue(viewProjMatrix); timeParameter.SetValue(time); lineColorParameter.SetValue(lineColor.ToVector4()); lineRadiusParameter.SetValue(lineRadius); blurThresholdParameter.SetValue(BlurThreshold); int iData = 0; translationData[iData++] = roundLine.P0.X; translationData[iData++] = roundLine.P0.Y; translationData[iData++] = roundLine.Rho; translationData[iData++] = roundLine.Theta; instanceDataParameter.SetValue(translationData); if (techniqueName == null) { effect.CurrentTechnique = effect.Techniques[0]; } else { effect.CurrentTechnique = effect.Techniques[techniqueName]; } EffectPass pass = effect.CurrentTechnique.Passes[0]; pass.Apply(); int numInstancesThisDraw = 1; device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, numVertices, 0, numPrimitivesPerInstance * numInstancesThisDraw); NumLinesDrawn += numInstancesThisDraw; }
/// <summary> /// Given a bunch of lines (lineList) and a disc that wants to move from currentPos /// to proposedPos, handle intersections and wall sliding and set finalPos to the /// position that the disc should move to. /// </summary> public void CollideAndSlide(List <RoundLine> lineList, Vector2 currentPos, Vector2 proposedPos, float lineRadius, float discRadius, out Vector2 finalPos) { Vector2 oldPos = currentPos; Vector2 oldTarget = proposedPos; bool pastFirstSlide = false; // Keep looping until there's no further desire to move somewhere else. while (Vector2.DistanceSquared(oldPos, oldTarget) > 0.001f * 0.001f) { // oldPos should be safe (no intersection with anything in lineList) Debug.Assert(MinDistanceSquaredDeviation(lineList, oldPos, lineRadius, discRadius) >= 0); // Find minimum "t" at which we collide with a line float minT = 1.0f; // Parametric "t" of the closest collision RoundLine minTLine = null; // The line which causes closest collision foreach (RoundLine line in lineList) { float tMinThisLine; float minDist = lineRadius + discRadius; float minDist2 = minDist * minDist; float curDist2 = line.DistanceSquaredPointToVirtualLine(oldPos); Debug.Assert(curDist2 - minDist2 >= 0); line.FindFirstIntersection(oldPos, oldTarget, minDist, out tMinThisLine); if (tMinThisLine >= 0 && tMinThisLine <= 1) { // We can move tMinThisLine toward the line, before intersecting it -- but // we might intersect other lines first, so keep looking for // smaller tMinThisLine values on other lines // But first, refine tMinThisLine (if needed) until it satisfies the distance test Vector2 newPos = new Vector2(MathHelper.Lerp(oldPos.X, oldTarget.X, tMinThisLine), MathHelper.Lerp(oldPos.Y, oldTarget.Y, tMinThisLine)); if (line.DistanceSquaredPointToVirtualLine(newPos) - minDist2 < 0) { float ta = 0; float tb = tMinThisLine; for (int iterRefine = 0; iterRefine < 10; iterRefine++) { float tc = (ta + tb) / 2; Vector2 newPosC = new Vector2(MathHelper.Lerp(oldPos.X, oldTarget.X, tc), MathHelper.Lerp(oldPos.Y, oldTarget.Y, tc)); float newDistC = line.DistanceSquaredPointToVirtualLine(newPosC); if (newDistC - minDist2 < 0) { tb = tc; } else { ta = tc; } } tMinThisLine = ta; } // Remember this "t" and the line that caused it, if it's the closest so far if (tMinThisLine < minT) { minT = tMinThisLine; minTLine = line; } } else { // This line has no issue with the disc moving to oldTarget...or does it? // Due to floating point variances, we have to double-check and pick a new "t" // if oldTarget is actually too close to this line float newDist = line.DistanceSquaredPointToVirtualLine(oldTarget); if (newDist - minDist2 < 0) { // Find a "t" that is as large as possible while avoiding collision float ta = 0; float tb = 1; for (int i = 0; i < 10; i++) { float tc = (ta + tb) / 2; Vector2 ptC = new Vector2(MathHelper.Lerp(oldPos.X, oldTarget.X, tc), MathHelper.Lerp(oldPos.Y, oldTarget.Y, tc)); float distC = line.DistanceSquaredPointToVirtualLine(ptC); if (distC - minDist2 < 0) { tb = tc; } else { ta = tc; } } if (ta < minT) { minT = ta; minTLine = line; } } } } // At this point, we've looped through all lines and found the minimum "t" value and its line if (minTLine == null) { // No intersections were found, so move straight to the target Debug.Assert(MinDistanceSquaredDeviation(lineList, oldTarget, lineRadius, discRadius) >= 0); oldPos = oldTarget; // no further motion required } else { // Collide and slide against minTLine Vector2 newPos = new Vector2(MathHelper.Lerp(oldPos.X, oldTarget.X, minT), MathHelper.Lerp(oldPos.Y, oldTarget.Y, minT)); Vector2 newTarget; float minDist2 = (lineRadius + discRadius) * (lineRadius + discRadius); // Refine minT / newPos til it passes the distance test float minDistDeviation = MinDistanceSquaredDeviation(lineList, newPos, lineRadius, discRadius); if (minDistDeviation < 0) { float ta = 0; float tb = minT; for (int i = 0; i < 10; i++) { float tc = (ta + tb) / 2; Vector2 ptC = new Vector2(MathHelper.Lerp(oldPos.X, oldTarget.X, tc), MathHelper.Lerp(oldPos.Y, oldTarget.Y, tc)); if (MinDistanceSquaredDeviation(lineList, ptC, lineRadius, discRadius) < 0) { tb = tc; } else { ta = tc; } } minT = ta; newPos = new Vector2(MathHelper.Lerp(oldPos.X, oldTarget.X, minT), MathHelper.Lerp(oldPos.Y, oldTarget.Y, minT)); } Debug.Assert(MinDistanceSquaredDeviation(lineList, newPos, lineRadius, discRadius) >= 0); // This is a bit of a hack to avoid "jiggling" when the disc is pressed // against two walls that are at an obtuse angle. Perhaps the real fix // is to project the new slide vector against the original motion vector? // In practice, we only ever need to slide once -- this fixes the issue. bool doSlide = true; if (pastFirstSlide) { newTarget = newPos; doSlide = false; } else { pastFirstSlide = true; } if (doSlide) { Vector2 closestP; float d2 = minTLine.DistanceSquaredPointToVirtualLine(newPos, out closestP); RoundLine connectionLine = new RoundLine(newPos, closestP); Vector2 lineNormal = (newPos - closestP); lineNormal.Normalize(); // create a normal to the above line // (which would thus be a tangent to minTLine) float theta = connectionLine.Theta; theta += MathHelper.PiOver2; Vector2 newPoint = new Vector2(newPos.X + (float)Math.Cos(theta), newPos.Y + (float)Math.Sin(theta)); // Project the post-intersection line onto the above line, to provide "wall sliding" effect // v1 dot v2 = |v2| * (projection of v1 onto v2), and |v2| is 1 Vector2 v1 = oldTarget - newPos; Vector2 v2 = newPoint - newPos; float dotprod = Vector2.Dot(v1, v2); newTarget = newPos + dotprod * v2; // newTarget should not be too close to minTLine float newTargetDist = minTLine.DistanceSquaredPointToVirtualLine(newTarget); if (newTargetDist - minDist2 < 0) { float shiftAmtA = 0; // not enough float shiftAmtB = -(newTargetDist - minDist2) + 0.0001f; // too much for (int i = 0; i < 10; i++) { float shiftAmtC = (shiftAmtA + shiftAmtB) / 2.0f; Vector2 newTargetTest = newTarget + (shiftAmtC * lineNormal); float newTargetTestDist = minTLine.DistanceSquaredPointToVirtualLine(newTargetTest); if (newTargetTestDist - minDist2 >= 0) { shiftAmtB = shiftAmtC; } else { shiftAmtA = shiftAmtC; } } newTarget += shiftAmtB * lineNormal; } } else { newTarget = newPos; // No slide } // Get ready to loop around and see if we can move from newPos to newTarget // without colliding with anything oldPos = newPos; oldTarget = newTarget; Debug.Assert(minTLine.DistanceSquaredPointToVirtualLine(newPos) - minDist2 >= 0); } } // oldTarget == oldPos (or is very close), so no further moving/sliding is needed. finalPos = oldPos; Debug.Assert(MinDistanceSquaredDeviation(lineList, finalPos, lineRadius, discRadius) >= 0); }