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Collisions.cs
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Collisions.cs
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using System;
namespace FlatPhysics
{
public static class Collisions
{
public static bool IntersectCirclePolygon(FlatVector circleCenter, float circleRadius,
FlatVector polygonCenter, FlatVector[] vertices,
out FlatVector normal, out float depth)
{
normal = FlatVector.Zero;
depth = float.MaxValue;
FlatVector axis = FlatVector.Zero;
float axisDepth = 0f;
float minA, maxA, minB, maxB;
for (int i = 0; i < vertices.Length; i++)
{
FlatVector va = vertices[i];
FlatVector vb = vertices[(i + 1) % vertices.Length];
FlatVector edge = vb - va;
axis = new FlatVector(-edge.Y, edge.X);
axis = FlatMath.Normalize(axis);
Collisions.ProjectVertices(vertices, axis, out minA, out maxA);
Collisions.ProjectCircle(circleCenter, circleRadius, axis, out minB, out maxB);
if (minA >= maxB || minB >= maxA)
{
return false;
}
axisDepth = MathF.Min(maxB - minA, maxA - minB);
if (axisDepth < depth)
{
depth = axisDepth;
normal = axis;
}
}
int cpIndex = Collisions.FindClosestPointOnPolygon(circleCenter, vertices);
FlatVector cp = vertices[cpIndex];
axis = cp - circleCenter;
axis = FlatMath.Normalize(axis);
Collisions.ProjectVertices(vertices, axis, out minA, out maxA);
Collisions.ProjectCircle(circleCenter, circleRadius, axis, out minB, out maxB);
if (minA >= maxB || minB >= maxA)
{
return false;
}
axisDepth = MathF.Min(maxB - minA, maxA - minB);
if (axisDepth < depth)
{
depth = axisDepth;
normal = axis;
}
FlatVector direction = polygonCenter - circleCenter;
if (FlatMath.Dot(direction, normal) < 0f)
{
normal = -normal;
}
return true;
}
public static bool IntersectCirclePolygon(FlatVector circleCenter, float circleRadius,
FlatVector[] vertices,
out FlatVector normal, out float depth)
{
normal = FlatVector.Zero;
depth = float.MaxValue;
FlatVector axis = FlatVector.Zero;
float axisDepth = 0f;
float minA, maxA, minB, maxB;
for (int i = 0; i < vertices.Length; i++)
{
FlatVector va = vertices[i];
FlatVector vb = vertices[(i + 1) % vertices.Length];
FlatVector edge = vb - va;
axis = new FlatVector(-edge.Y, edge.X);
axis = FlatMath.Normalize(axis);
Collisions.ProjectVertices(vertices, axis, out minA, out maxA);
Collisions.ProjectCircle(circleCenter, circleRadius, axis, out minB, out maxB);
if (minA >= maxB || minB >= maxA)
{
return false;
}
axisDepth = MathF.Min(maxB - minA, maxA - minB);
if (axisDepth < depth)
{
depth = axisDepth;
normal = axis;
}
}
int cpIndex = Collisions.FindClosestPointOnPolygon(circleCenter, vertices);
FlatVector cp = vertices[cpIndex];
axis = cp - circleCenter;
axis = FlatMath.Normalize(axis);
Collisions.ProjectVertices(vertices, axis, out minA, out maxA);
Collisions.ProjectCircle(circleCenter, circleRadius, axis, out minB, out maxB);
if (minA >= maxB || minB >= maxA)
{
return false;
}
axisDepth = MathF.Min(maxB - minA, maxA - minB);
if (axisDepth < depth)
{
depth = axisDepth;
normal = axis;
}
FlatVector polygonCenter = Collisions.FindArithmeticMean(vertices);
FlatVector direction = polygonCenter - circleCenter;
if (FlatMath.Dot(direction, normal) < 0f)
{
normal = -normal;
}
return true;
}
private static int FindClosestPointOnPolygon(FlatVector circleCenter, FlatVector[] vertices)
{
int result = -1;
float minDistance = float.MaxValue;
for(int i = 0; i < vertices.Length; i++)
{
FlatVector v = vertices[i];
float distance = FlatMath.Distance(v, circleCenter);
if(distance < minDistance)
{
minDistance = distance;
result = i;
}
}
return result;
}
private static void ProjectCircle(FlatVector center, float radius, FlatVector axis, out float min, out float max)
{
FlatVector direction = FlatMath.Normalize(axis);
FlatVector directionAndRadius = direction * radius;
FlatVector p1 = center + directionAndRadius;
FlatVector p2 = center - directionAndRadius;
min = FlatMath.Dot(p1, axis);
max = FlatMath.Dot(p2, axis);
if(min > max)
{
// swap the min and max values.
float t = min;
min = max;
max = t;
}
}
public static bool IntersectPolygons(FlatVector centerA, FlatVector[] verticesA, FlatVector centerB, FlatVector[] verticesB, out FlatVector normal, out float depth)
{
normal = FlatVector.Zero;
depth = float.MaxValue;
for (int i = 0; i < verticesA.Length; i++)
{
FlatVector va = verticesA[i];
FlatVector vb = verticesA[(i + 1) % verticesA.Length];
FlatVector edge = vb - va;
FlatVector axis = new FlatVector(-edge.Y, edge.X);
axis = FlatMath.Normalize(axis);
Collisions.ProjectVertices(verticesA, axis, out float minA, out float maxA);
Collisions.ProjectVertices(verticesB, axis, out float minB, out float maxB);
if (minA >= maxB || minB >= maxA)
{
return false;
}
float axisDepth = MathF.Min(maxB - minA, maxA - minB);
if (axisDepth < depth)
{
depth = axisDepth;
normal = axis;
}
}
for (int i = 0; i < verticesB.Length; i++)
{
FlatVector va = verticesB[i];
FlatVector vb = verticesB[(i + 1) % verticesB.Length];
FlatVector edge = vb - va;
FlatVector axis = new FlatVector(-edge.Y, edge.X);
axis = FlatMath.Normalize(axis);
Collisions.ProjectVertices(verticesA, axis, out float minA, out float maxA);
Collisions.ProjectVertices(verticesB, axis, out float minB, out float maxB);
if (minA >= maxB || minB >= maxA)
{
return false;
}
float axisDepth = MathF.Min(maxB - minA, maxA - minB);
if (axisDepth < depth)
{
depth = axisDepth;
normal = axis;
}
}
FlatVector direction = centerB - centerA;
if (FlatMath.Dot(direction, normal) < 0f)
{
normal = -normal;
}
return true;
}
public static bool IntersectPolygons(FlatVector[] verticesA, FlatVector[] verticesB, out FlatVector normal, out float depth)
{
normal = FlatVector.Zero;
depth = float.MaxValue;
for(int i = 0; i < verticesA.Length; i++)
{
FlatVector va = verticesA[i];
FlatVector vb = verticesA[(i + 1) % verticesA.Length];
FlatVector edge = vb - va;
FlatVector axis = new FlatVector(-edge.Y, edge.X);
axis = FlatMath.Normalize(axis);
Collisions.ProjectVertices(verticesA, axis, out float minA, out float maxA);
Collisions.ProjectVertices(verticesB, axis, out float minB, out float maxB);
if(minA >= maxB || minB >= maxA)
{
return false;
}
float axisDepth = MathF.Min(maxB - minA, maxA - minB);
if(axisDepth < depth)
{
depth = axisDepth;
normal = axis;
}
}
for (int i = 0; i < verticesB.Length; i++)
{
FlatVector va = verticesB[i];
FlatVector vb = verticesB[(i + 1) % verticesB.Length];
FlatVector edge = vb - va;
FlatVector axis = new FlatVector(-edge.Y, edge.X);
axis = FlatMath.Normalize(axis);
Collisions.ProjectVertices(verticesA, axis, out float minA, out float maxA);
Collisions.ProjectVertices(verticesB, axis, out float minB, out float maxB);
if (minA >= maxB || minB >= maxA)
{
return false;
}
float axisDepth = MathF.Min(maxB - minA, maxA - minB);
if (axisDepth < depth)
{
depth = axisDepth;
normal = axis;
}
}
FlatVector centerA = Collisions.FindArithmeticMean(verticesA);
FlatVector centerB = Collisions.FindArithmeticMean(verticesB);
FlatVector direction = centerB - centerA;
if(FlatMath.Dot(direction, normal) < 0f)
{
normal = -normal;
}
return true;
}
private static FlatVector FindArithmeticMean(FlatVector[] vertices)
{
float sumX = 0f;
float sumY = 0f;
for(int i = 0; i < vertices.Length; i++)
{
FlatVector v = vertices[i];
sumX += v.X;
sumY += v.Y;
}
return new FlatVector(sumX / (float)vertices.Length, sumY / (float)vertices.Length);
}
private static void ProjectVertices(FlatVector[] vertices, FlatVector axis, out float min, out float max)
{
min = float.MaxValue;
max = float.MinValue;
for(int i = 0; i < vertices.Length; i++)
{
FlatVector v = vertices[i];
float proj = FlatMath.Dot(v, axis);
if(proj < min) { min = proj; }
if(proj > max) { max = proj; }
}
}
public static bool IntersectCircles(
FlatVector centerA, float radiusA,
FlatVector centerB, float radiusB,
out FlatVector normal, out float depth)
{
normal = FlatVector.Zero;
depth = 0f;
float distance = FlatMath.Distance(centerA, centerB);
float radii = radiusA + radiusB;
if(distance >= radii)
{
return false;
}
normal = FlatMath.Normalize(centerB - centerA);
depth = radii - distance;
return true;
}
}
}