示例#1
0
文件: Shape.cs 项目: kenpower/XNA4
        public static bool CheckCollision(Shape shape1, Shape shape2)
        {
            // return true if collision has occured

            List<Vector2> shape1axes = shape1.GetAxes();
            List<Vector2> shape2axes = shape2.GetAxes();

            foreach (Vector2 axis in shape1axes)
            {
                if (objectsSperarated(axis, shape1,shape2))
                    return false;
            }

            foreach (Vector2 axis in shape2axes)
            {
                if (objectsSperarated(axis, shape2, shape1))
                    return false;
            }

            return true;
        }
示例#2
0
文件: Shape.cs 项目: kenpower/XNA4
        static bool objectsSperarated(Vector2 axis, Shape shape1, Shape shape2)
        {
            //return true if there is a gap between the objects when projected onto axis

            float min1 = float.MaxValue;
            float max1 = float.MinValue;

            float min2 = float.MaxValue;
            float max2 = float.MinValue;

            foreach(Vector2 point in shape1._points)
            {// project this object on to axis
                float proj=Vector2.Dot(axis,shape1._position+point);
                if(proj<min1)min1=proj;
                if(proj>max1)max1=proj;

            }

            foreach (Vector2 point in shape2._points)
            {// project other object onto axis
                float proj=Vector2.Dot(axis,shape2._position+point);

                 if(proj>min1 && proj<max1)// point lies inside other object's projection
                     return false;

                 if (proj < min2) min2 = proj;
                 if (proj > max2) max2 = proj;

            }

            //check if projection of first object completely inside of projection of 2nd object
            if(min1>min2 && min1<max2)
                return false;
            return true;
        }
示例#3
0
文件: Shape.cs 项目: kenpower/XNA4
        internal static void bounce(Shape shape1, Shape shape2)
        {
            Vector2 displacement = shape1._position - shape2._position;
            Vector2 closingspeed = shape1._velocity - shape2._velocity;

            //check if they are already moving apart
            if(Vector2.Dot(displacement,closingspeed)>=0){
                return;// if moving apart, do nothing

            }
            displacement.Normalize();

            Vector2 bounce;

            //reverse the velocity vector in the direction of displacement
            bounce= Vector2.Dot(shape1._velocity, displacement) * displacement;

            shape1._velocity -= 2 * bounce;

            bounce = Vector2.Dot(shape2._velocity, displacement) * displacement;

            shape2._velocity -= 2 * bounce;
        }