static void Main(String[] args) { var Begin = new SPoint(0, 0); var End = new SPoint(10, 5); while (!CPhysics.MoveTowards(Begin, End, 0.5f)) { Console.WriteLine(Begin.X + " " + Begin.Y); } Console.WriteLine(Begin.X + " " + Begin.Y); return; var MyCenter = new SPoint(0.7059453529691696f, 0.95074967547869216f); var TargetCenter = new SPoint(0.69332838119407825f, 0.78701901149100739f); var Vel0 = new SPoint(0.19000000000000197f, -0.38262210845947314f); var Theta0 = Math.Atan2(Vel0.Y, Vel0.X); // My Scalar var Scalar = Vel0.GetScalar(); // Get Me To Target Vector var LinkVector = TargetCenter.GetSub(MyCenter); // 나의 속도벡터를 나와 대상을 연결한 직선과 나란한 성분A와 A와 수직이 B를 구하고 // A, B의 X,Y 성분을 구하고, B-A 를 구하면 이것이 BalloonFight 의 충돌후의 내 Vector var LinkTheta = CBase.ThetaOfTwoVectors(LinkVector, Vel0); var ScalarA = Mathf.Abs(Mathf.Cos(LinkTheta) * Scalar); var ThetaA = Mathf.Atan2(LinkVector.Y, LinkVector.X); var VecA = new SPoint(Mathf.Cos(ThetaA) * ScalarA, Mathf.Sin(ThetaA) * ScalarA); var ScalarB = Mathf.Abs(Mathf.Sin(LinkTheta) * Scalar); var ThetaB = ThetaA - (Mathf.PI * 0.5f); var VecB = new SPoint(Mathf.Cos(ThetaB) * ScalarB, Mathf.Sin(ThetaB) * ScalarB); var BouncedVec = VecB.GetSub(VecA); Console.WriteLine(VecA.X + " " + VecA.Y); Console.WriteLine(VecB.X + " " + VecB.Y); Console.WriteLine(BouncedVec.X + " " + BouncedVec.Y); return; if (CPhysics.IsOverlappedRectRect(new SRect(0.0f, 1.0f, 0.0f, 1.0f), new SRect(1.0f, 3.0f, 0.0f, 1.0f))) { Console.WriteLine("true"); } else { Console.WriteLine("false"); } return; var CollisionInfo = new SCollisionInfo(); if (CPhysics.IsCollidedRectRect2(new SRect(0.0f, 2.0f, 0.0f, 1.0f), new SRect(1.0f, 3.0f, 0.0f, 1.0f), new SPoint(1.0f, 0.0f), new SPoint(0.0f, 0.0f), CollisionInfo)) { Console.WriteLine("true" + CollisionInfo.Time); } else { Console.WriteLine("false" + CollisionInfo.Time); } SPoint p = new SPoint(0.00000001f, 0.0f); SLine l = new SLine(new SPoint(0.0f, 1.0f), new SPoint(2.0f, 1.0f)); var o = CBase.SymmetryPoint(p, l); Console.WriteLine(o.X + " " + o.Y); }