public void GenerateBounds() { if (Shape == ColliderType.Circle) { _radius = Radius; } else if (Shape == ColliderType.AABox) { _radius = FixedMath.Sqrt((HalfLength * HalfLength + HalfWidth * HalfWidth) >> FixedMath.SHIFT_AMOUNT); } else if (Shape == ColliderType.Polygon) { long BiggestSqrRadius = Vertices[0].SqrMagnitude(); for (int i = 1; i < Vertices.Length; i++) { long sqrRadius = Vertices[i].SqrMagnitude(); if (sqrRadius > BiggestSqrRadius) { BiggestSqrRadius = sqrRadius; } } _radius = FixedMath.Sqrt(BiggestSqrRadius); FastRadius = this.Radius * this.Radius; } }
public long Distance(long otherX, long otherY) { temp1 = this.x - otherX; temp1 *= temp1; temp2 = this.y - otherY; temp2 *= temp2; return(FixedMath.Sqrt((temp1 + temp2) >> FixedMath.SHIFT_AMOUNT)); }
public void Normalize() { long magnitude = FixedMath.Sqrt(x.Mul(x) + y.Mul(y) + z.Mul(z)); x = x.Div(magnitude); y = y.Div(magnitude); z = z.Div(magnitude); }
public void CalculateAndExecuteBehaviors() { Move mover; if (movers.Count >= MinGroupSize) { averageCollisionSize = 0; groupPosition = Vector2d.zero; for (int i = 0; i < movers.Count; i++) { mover = movers [i]; groupPosition += mover.Position; averageCollisionSize += mover.CollisionSize; } groupPosition /= movers.Count; averageCollisionSize /= movers.Count; long biggestSqrDistance = 0; for (int i = 0; i < movers.Count; i++) { long currentSqrDistance = movers [i].Position.SqrDistance(groupPosition.x, groupPosition.y); if (currentSqrDistance > biggestSqrDistance) { long currentDistance = FixedMath.Sqrt(currentSqrDistance); /* * DistDif = currentDistance - Radius; * if (DistDif > MaximumDistDif * MoversCount / 128) { * ExecuteGroupIndividualMove (); * return; * }*/ biggestSqrDistance = currentSqrDistance; radius = currentDistance; } } if (radius == 0) { ExecuteGroupIndividualMove(); return; } long expectedSize = averageCollisionSize.Mul(averageCollisionSize).Mul(FixedMath.One * 2).Mul(movers.Count); long groupSize = radius.Mul(radius); if (groupSize > expectedSize || groupPosition.FastDistance(Destination.x, Destination.y) < (radius * radius)) { ExecuteGroupIndividualMove(); return; } ExecuteGroupMove(); } else { ExecuteIndividualMove(); } }
/// <summary> /// This vector's magnitude. /// </summary> public long Magnitude() { temp1 = (this.x * this.x + this.y * this.y); if (temp1 == 0) { return(0); } temp1 >>= FixedMath.SHIFT_AMOUNT; return(FixedMath.Sqrt(temp1)); }
public long Distance(Vector3d other) { long tX = other.x - x; tX *= tX; tX >>= FixedMath.SHIFT_AMOUNT; long tY = other.y - y; tY *= tY; tY >>= FixedMath.SHIFT_AMOUNT; long tZ = other.z - z; tZ *= tZ; tZ >>= FixedMath.SHIFT_AMOUNT; return(FixedMath.Sqrt(tX + tY + tZ)); }
public static Vector2d GenerateRandomPointOnCircle(bool evenDistribution = false) { long angle = LSUtility.GetRandomOne().Mul(FixedMath.TwoPi); long distance = LSUtility.GetRandomOne(); if (evenDistribution) { distance = FixedMath.Sqrt(distance); } Vector2d randomOffset = new Vector2d( FixedMath.Trig.Cos(angle), FixedMath.Trig.Sin(angle) ) * distance; return(randomOffset); }
Vector2d GetAdjustVector(Vector2d desiredVel) { var adjust = desiredVel - cachedBody._velocity; var adjustFastMag = adjust.FastMagnitude(); //Cap acceleration vector magnitude float accel = timescaledAcceleration; if (decellerating) { accel = timescaledDecceleration; } if (adjustFastMag > timescaledAcceleration * (timescaledAcceleration)) { var mag = FixedMath.Sqrt(adjustFastMag >> FixedMath.SHIFT_AMOUNT); adjust *= timescaledAcceleration.Div(mag); } return(adjust); }
public static long Cos(long theta) { long sin = Sin(theta); return(FixedMath.Sqrt(FixedMath.One - (sin.Mul(sin)))); }
public void Initialize(LSBody b1, LSBody b2) { IsValid = true; if (!IsValid) { return; } if (b1.ID < b2.ID) { Body1 = b1; Body2 = b2; } else { Body1 = b2; Body2 = b1; } _ranIndex = -1; _isColliding = false; DistX = 0; DistY = 0; PenetrationX = 0; PenetrationY = 0; FastCollideDistance = b1.Radius + b2.Radius; FastCollideDistance *= FastCollideDistance; LeCollisionType = CollisionType.None; if (Body1.Shape == ColliderType.None || Body2.Shape == ColliderType.None) { } else if (Body1.Shape == ColliderType.Circle) { if (Body2.Shape == ColliderType.Circle) { LeCollisionType = CollisionType.Circle_Circle; } else if (Body2.Shape == ColliderType.AABox) { LeCollisionType = CollisionType.Circle_AABox; } else if (Body2.Shape == ColliderType.Polygon) { LeCollisionType = CollisionType.Circle_Polygon; } } else if (Body1.Shape == ColliderType.AABox) { if (Body2.Shape == ColliderType.Circle) { LeCollisionType = CollisionType.Circle_AABox; } else if (Body2.Shape == ColliderType.AABox) { LeCollisionType = CollisionType.AABox_AABox; } else if (Body2.Shape == ColliderType.Polygon) { LeCollisionType = CollisionType.AABox_Polygon; } } else if (Body1.Shape == ColliderType.Polygon) { if (Body2.Shape == ColliderType.Circle) { LeCollisionType = CollisionType.Circle_Polygon; } else if (Body2.Shape == ColliderType.AABox) { LeCollisionType = CollisionType.AABox_Polygon; } else if (Body2.Shape == ColliderType.Polygon) { LeCollisionType = CollisionType.Polygon_Polygon; } } DoPhysics = ((Body1.IsTrigger || Body2.IsTrigger) == false); if (DoPhysics) { } //TODO: Space out checks when culled //TODO: The time between collision checks might cause goofy behavior //Maybe use a distance or velocity heuristic for culling instead of time since last collision //It wouldn't be able to replace partitions because of raycasts and fast-moving objects //Let's see if this works well or if something better is needed. if (Body1.PreventCulling || Body2.PreventCulling) { //Never cull CullCounter = -1; } else { //Immediately check collision CullCounter = 0; //If collision distance is too large, don't cull based on distance PreventDistanceCull = FastCollideDistance > PhysicsManager.CullFastDistanceMax; LastCollidedFrame = LockstepManager.FrameCount; FastDistanceOffset = FixedMath.Sqrt(FastCollideDistance >> FixedMath.SHIFT_AMOUNT) + FixedMath.One * 2; FastDistanceOffset *= FastDistanceOffset; } Active = true; _Version++; }
private void DistributeCollision() { if (!DoPhysics) { return; } switch (LeCollisionType) { case CollisionType.Circle_Circle: DistX = Body1._position.x - Body2._position.x; DistY = Body1._position.y - Body2._position.y; dist = FixedMath.Sqrt((DistX * DistX + DistY * DistY) >> FixedMath.SHIFT_AMOUNT); if (dist == 0) { //If objects are on the same position, give them push in random direction const long randomMax = FixedMath.One / 32; Body1._position.x += LSUtility.GetRandomLong(randomMax) - randomMax / 2; Body1._position.y += LSUtility.GetRandomLong(randomMax) - randomMax / 2; Body1.PositionChanged = true; Body2._position.x += LSUtility.GetRandomLong(randomMax) - randomMax / 2; Body2._position.y += LSUtility.GetRandomLong(randomMax) - randomMax / 2; Body2.PositionChanged = true; return; } depth = (Body1.Radius + Body2.Radius - dist); if (depth <= 0) { return; } DistX = (DistX * depth / dist); DistY = (DistY * depth / dist); //Resolving collision if (Body1.Immovable || (Body2.Immovable == false && Body1.Priority > Body2.Priority)) { DistX *= -1; DistY *= -1; DistributeCircle_CirclePriority(Body1, Body2); } else if (Body2.Immovable || Body2.Priority > Body1.Priority) { DistributeCircle_CirclePriority(Body2, Body1); } else { DistX /= 2; DistY /= 2; DistributeCircle(Body1); DistX *= -1; DistY *= -1; DistributeCircle(Body2); } break; case CollisionType.Circle_AABox: if (Body1.Shape == ColliderType.AABox) { DistributeCircle_Box(Body1, Body2); } else { DistributeCircle_Box(Body2, Body1); } break; case CollisionType.Circle_Polygon: if (Body1.Shape == ColliderType.Circle) { this.DistributeCircle_Poly(Body1, Body2); } else { this.DistributeCircle_Poly(Body2, Body1); } break; } }
public bool Overlaps(FastList <Vector2d> outputIntersectionPoints) { outputIntersectionPoints.FastClear(); //Checks if this object overlaps the line formed by p1 and p2 switch (this.Shape) { case ColliderType.Circle: { bool overlaps = false; //Check if the circle completely fits between the line long projPos = this._position.Dot(cacheAxis.x, cacheAxis.y); //Circle withing bounds? if (projPos >= axisMin && projPos <= axisMax) { long projPerp = this._position.Dot(cacheAxisNormal.x, cacheAxisNormal.y); long perpDif = (cacheProjPerp - projPerp); long perpDist = perpDif.Abs(); if (perpDist <= _radius) { overlaps = true; } if (overlaps) { long sin = (perpDif); long cos = FixedMath.Sqrt(_radius.Mul(_radius) - sin.Mul(sin)); if (cos == 0) { outputIntersectionPoints.Add((cacheAxis * projPos) + perpVector); } else { outputIntersectionPoints.Add(cacheAxis * (projPos - cos) + perpVector); outputIntersectionPoints.Add(cacheAxis * (projPos + cos) + perpVector); } } } else { //If not, check distances to points long p1Dist = _position.FastDistance(cacheP1.x, cacheP2.y); if (p1Dist <= this.FastRadius) { outputIntersectionPoints.Add(cacheP1); overlaps = true; } long p2Dist = _position.FastDistance(cacheP2.x, cacheP2.y); if (p2Dist <= this.FastRadius) { outputIntersectionPoints.Add(cacheP2); overlaps = true; } } return(overlaps); } //break; case ColliderType.AABox: { } break; case ColliderType.Polygon: { bool intersected = false; for (int i = 0; i < this.Vertices.Length; i++) { int edgeIndex = i; Vector2d pivot = this.RealPoints [edgeIndex]; Vector2d edge = this.Edges [edgeIndex]; long proj1 = 0; int nextIndex = edgeIndex + 1 < this.RealPoints.Length ? edgeIndex + 1 : 0; Vector2d nextPoint = RealPoints [nextIndex]; long proj2 = (nextPoint - pivot).Dot(edge); long min; long max; if (proj1 < proj2) { min = proj1; max = proj2; } else { min = proj2; max = proj1; } long lineProj1 = (cacheP1 - pivot).Dot(edge); long lineProj2 = (cacheP2 - pivot).Dot(edge); long lineMin; long lineMax; if (lineProj1 < lineProj2) { lineMin = lineProj1; lineMax = lineProj2; } else { lineMin = lineProj2; lineMax = lineProj1; } if (CollisionPair.CheckOverlap(min, max, lineMin, lineMax)) { Vector2d edgeNorm = this.EdgeNorms [edgeIndex]; long normProj = 0; long normLineProj1 = (cacheP1 - pivot).Dot(edgeNorm); long normLineProj2 = (cacheP2 - pivot).Dot(edgeNorm); long normLineMin; long normLineMax; if (normLineProj1 < normLineProj2) { normLineMin = normLineProj1; normLineMax = normLineProj2; } else { normLineMin = normLineProj2; normLineMax = normLineProj1; } if (normProj >= normLineMin && normProj <= normLineMax) { long revProj1 = pivot.Dot(LSBody.cacheAxisNormal); long revProj2 = nextPoint.Dot(cacheAxisNormal); long revMin; long revMax; if (revProj1 < revProj2) { revMin = revProj1; revMax = revProj2; } else { revMin = revProj2; revMax = revProj1; } if (LSBody.cacheProjPerp >= revMin && LSBody.cacheProjPerp <= revMax) { intersected = true; if (LSBody.calculateIntersections) { long fraction = normLineProj1.Abs().Div(normLineMax - normLineMin); long intersectionProj = FixedMath.Lerp(lineProj1, lineProj2, fraction); outputIntersectionPoints.Add(edge * intersectionProj + pivot); if (outputIntersectionPoints.Count == 2) { break; } } } } } } return(intersected); } //break; } return(false); }