示例#1
0
        /// <summary>
        /// Scales the line segment between (0,0) and the current point to a set length.
        /// </summary>
        /// <param name="vec">Self</param>
        /// <param name="amount">The length to scale the vector to</param>
        /// <returns>The normalized vector</returns>
        public static Vector2f Normalized(this Vector2f vec, float amount = 1)
        {
            if (vec.IsZero())
            {
                return(vec);
            }

            double val = 1.0 / vec.Length();
            var    x   = vec.X * val;
            var    y   = vec.Y * val;

            x *= amount;
            y *= amount;

            vec.X = (float)x;
            vec.Y = (float)y;

            return(vec);
        }
        private static bool OverlapsGjk(IShape shapeA, IShape shapeB, ref List <Vector2f> simplex)
        {
            var direction = new Vector2f();

            int vertexCount = 0;

            for (int i = 0; i < MaxGjkIterations; i++)
            {
                switch (vertexCount)
                {
                case 0:
                    direction = shapeB.GetPosition() - shapeA.GetPosition();
                    if (direction.IsZero())
                    {
                        direction.X = 1;
                    }
                    break;

                case 1:
                    direction *= -1;
                    break;

                case 2:
                {
                    var xy = simplex[0] - simplex[1];
                    var xo = simplex[1] * -1;
                    direction = GetTripleProduct(xy, xo, xy);

                    if (direction.Magnitude() < float.Epsilon)
                    {
                        direction = xy.PerendicularCounterClockwise();
                    }
                    break;
                }

                case 3:
                {
                    // Testing whether simplex contains origin..
                    var xy = simplex[1] - simplex[2];
                    var xz = simplex[0] - simplex[2];
                    var xo = simplex[2] * -1.0f;

                    // Origin outside simplex to right of xz, remove y and reset search direction.
                    var xzPerp = GetTripleProduct(xy, xz, xz);
                    if (xzPerp.Dot(xo) >= 0.0f)
                    {
                        simplex[1] = simplex[2];
                        direction  = xzPerp;
                        vertexCount--;
                        simplex.Remove(simplex.Last());
                        break;
                    }

                    // Origin outside simplex to left of xy, remove z and reset search direction.
                    var xyPerp = GetTripleProduct(xz, xy, xy);
                    if (xyPerp.Dot(xo) >= 0.0f)
                    {
                        simplex[0] = simplex[1];
                        simplex[1] = simplex[2];
                        direction  = xyPerp;
                        vertexCount--;
                        simplex.Remove(simplex.Last());
                        break;
                    }

                    // Origin inside simplex, overlap found!
                    return(true);
                }

                default:
                    break;
                }

                // Calculate support vertex in search direction.
                var support = GetSupportVertex(shapeA, shapeB, direction);

                // Support vertex did not pass origin, no overlap!
                if (support.Dot(direction) <= GjkEpsilon)
                {
                    return(false);
                }

                // Add support vertex to simplex.
                simplex.Add(support);
                vertexCount++;
            }

            return(false);
        }