示例#1
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        /// <summary>
        /// Determines the distance along axis, if any, that polygon 1 should be shifted by
        /// to prevent intersection with polygon 2. Null if no intersection along axis.
        /// </summary>
        /// <param name="poly1">polygon 1</param>
        /// <param name="poly2">polygon 2</param>
        /// <param name="pos1">polygon 1 origin</param>
        /// <param name="pos2">polygon 2 origin</param>
        /// <param name="rot1">polygon 1 rotation</param>
        /// <param name="rot2">polygon 2 rotation</param>
        /// <param name="axis">Axis to check</param>
        /// <returns>a number to shift pos1 along axis by to prevent poly1 at pos1 from intersecting poly2 at pos2, or null if no int. along axis</returns>
        public static float?IntersectMTVAlongAxis(Polygon2 poly1, Polygon2 poly2, Vector2 pos1, Vector2 pos2, Rotation2 rot1, Rotation2 rot2, Vector2 axis)
        {
            var proj1 = ProjectAlongAxis(poly1, pos1, rot1, axis);
            var proj2 = ProjectAlongAxis(poly2, pos2, rot2, axis);

            return(AxisAlignedLine2.IntersectMTV(proj1, proj2));
        }
示例#2
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        /// <summary>
        /// Determines the mtv along axis to move rect at pos1 to prevent intersection with poly at pos2
        /// </summary>
        /// <param name="rect">Rectangle</param>
        /// <param name="poly">polygon</param>
        /// <param name="pos1">Origin of rectangle</param>
        /// <param name="pos2">Origin of polygon</param>
        /// <param name="rot2">Rotation of the polygon in radians</param>
        /// <param name="axis">Axis to check</param>
        /// <returns>Number if rect intersects poly along axis, null otherwise</returns>
        public static float?IntersectMTVAlongAxis(Rect2 rect, Polygon2 poly, Vector2 pos1, Vector2 pos2, Rotation2 rot2, Vector2 axis)
        {
            var proj1 = Rect2.ProjectAlongAxis(rect, pos1, axis);
            var proj2 = Polygon2.ProjectAlongAxis(poly, pos2, rot2, axis);

            return(AxisAlignedLine2.IntersectMTV(proj1, proj2));
        }
示例#3
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        /// <summary>
        /// Determines the minimum translation vector to be applied to the circle to
        /// prevent overlap with the rectangle, when they are at their given positions.
        /// </summary>
        /// <param name="circle">The circle</param>
        /// <param name="rect">The rectangle</param>
        /// <param name="pos1">The top-left of the circles bounding box</param>
        /// <param name="pos2">The rectangles origin</param>
        /// <returns>MTV for circle at pos1 to prevent overlap with rect at pos2</returns>
        public static Tuple <Vector2, float> IntersectMTV(Circle2 circle, Rect2 rect, Vector2 pos1, Vector2 pos2)
        {
            // Same as polygon rect, just converted to rects points
            HashSet <Vector2> checkedAxis = new HashSet <Vector2>();

            Vector2 bestAxis        = Vector2.Zero;
            float   shortestOverlap = float.MaxValue;

            Func <Vector2, bool> checkAxis = (axis) =>
            {
                var standard = Math2.MakeStandardNormal(axis);
                if (!checkedAxis.Contains(standard))
                {
                    checkedAxis.Add(standard);
                    var circleProj = Circle2.ProjectAlongAxis(circle, pos1, axis);
                    var rectProj   = Rect2.ProjectAlongAxis(rect, pos2, axis);

                    var mtv = AxisAlignedLine2.IntersectMTV(circleProj, rectProj);
                    if (!mtv.HasValue)
                    {
                        return(false);
                    }

                    if (Math.Abs(mtv.Value) < Math.Abs(shortestOverlap))
                    {
                        bestAxis        = axis;
                        shortestOverlap = mtv.Value;
                    }
                }
                return(true);
            };

            var circleCenter = new Vector2(pos1.X + circle.Radius, pos1.Y + circle.Radius);
            int last         = 4;
            var lastVec      = rect.UpperRight + pos2;

            for (int curr = 0; curr < 4; curr++)
            {
                Vector2 currVec = Vector2.Zero;
                switch (curr)
                {
                case 0:
                    currVec = rect.Min + pos2;
                    break;

                case 1:
                    currVec = rect.LowerLeft + pos2;
                    break;

                case 2:
                    currVec = rect.Max + pos2;
                    break;

                case 3:
                    currVec = rect.UpperRight + pos2;
                    break;
                }

                // Test along circle center -> vector
                if (!checkAxis(Vector2.Normalize(currVec - circleCenter)))
                {
                    return(null);
                }

                // Test along line normal
                if (!checkAxis(Vector2.Normalize(Math2.Perpendicular(currVec - lastVec))))
                {
                    return(null);
                }

                last    = curr;
                lastVec = currVec;
            }

            return(Tuple.Create(bestAxis, shortestOverlap));
        }
示例#4
0
        /// <summary>
        /// Determines the minimum translation that must be applied the specified polygon (at the given position
        /// and rotation) to prevent intersection with the circle (at its given rotation). If the two are not overlapping,
        /// returns null.
        ///
        /// Returns a tuple of the axis to move the polygon in (unit vector) and the distance to move the polygon.
        /// </summary>
        /// <param name="poly">The polygon</param>
        /// <param name="circle">The circle</param>
        /// <param name="pos1">The origin of the polygon</param>
        /// <param name="pos2">The top-left of the circles bounding box</param>
        /// <param name="rot1">The rotation of the polygon</param>
        /// <returns></returns>
        public static Tuple <Vector2, float> IntersectMTV(Polygon2 poly, Circle2 circle, Vector2 pos1, Vector2 pos2, Rotation2 rot1)
        {
            // We have two situations, either the circle is not strictly intersecting the polygon, or
            // there exists at least one shortest line that you could push the polygon to prevent
            // intersection with the circle.

            // That line will either go from a vertix of the polygon to a point on the edge of the circle,
            // or it will go from a point on a line of the polygon to the edge of the circle.

            // If the line comes from a vertix of the polygon, the MTV will be along the line produced
            // by going from the center of the circle to the vertix, and the distance can be found by
            // projecting the cirle on that axis and the polygon on that axis and doing 1D overlap.

            // If the line comes from a point on the edge of the polygon, the MTV will be along the
            // normal of that line, and the distance can be found by projecting the circle on that axis
            // and the polygon on that axis and doing 1D overlap.

            // As with all SAT, if we find any axis that the circle and polygon do not overlap, we've
            // proven they do not intersect.

            // The worst case performance is related to 2x the number of vertices of the polygon, the same speed
            // as for 2 polygons of equal number of vertices.

            HashSet <Vector2> checkedAxis = new HashSet <Vector2>();

            Vector2 bestAxis        = Vector2.Zero;
            float   shortestOverlap = float.MaxValue;

            Func <Vector2, bool> checkAxis = (axis) =>
            {
                var standard = Math2.MakeStandardNormal(axis);
                if (!checkedAxis.Contains(standard))
                {
                    checkedAxis.Add(standard);
                    var polyProj   = Polygon2.ProjectAlongAxis(poly, pos1, rot1, axis);
                    var circleProj = Circle2.ProjectAlongAxis(circle, pos2, axis);

                    var mtv = AxisAlignedLine2.IntersectMTV(polyProj, circleProj);
                    if (!mtv.HasValue)
                    {
                        return(false);
                    }

                    if (Math.Abs(mtv.Value) < Math.Abs(shortestOverlap))
                    {
                        bestAxis        = axis;
                        shortestOverlap = mtv.Value;
                    }
                }
                return(true);
            };

            var circleCenter = new Vector2(pos2.X + circle.Radius, pos2.Y + circle.Radius);
            int last         = poly.Vertices.Length - 1;
            var lastVec      = Math2.Rotate(poly.Vertices[last], poly.Center, rot1) + pos1;

            for (int curr = 0; curr < poly.Vertices.Length; curr++)
            {
                var currVec = Math2.Rotate(poly.Vertices[curr], poly.Center, rot1) + pos1;

                // Test along circle center -> vector
                if (!checkAxis(Vector2.Normalize(currVec - circleCenter)))
                {
                    return(null);
                }

                // Test along line normal
                if (!checkAxis(Vector2.Normalize(Math2.Perpendicular(currVec - lastVec))))
                {
                    return(null);
                }

                last    = curr;
                lastVec = currVec;
            }

            return(Tuple.Create(bestAxis, shortestOverlap));
        }