line test + improving AABB sweep
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				|  | @ -66,6 +66,14 @@ namespace MoonWorks.Collision.Fixed | |||
| 			); | ||||
| 		} | ||||
| 
 | ||||
| 		// When you don't know which values are smaller! | ||||
| 		public static AABB2D Create(Fix64 x1, Fix64 y1, Fix64 x2, Fix64 y2) | ||||
| 		{ | ||||
| 			var min = new Vector2(Fix64.Min(x1, x2), Fix64.Min(y1, y2)); | ||||
| 			var max = new Vector2(Fix64.Max(x1, x2), Fix64.Max(y1, y2)); | ||||
| 			return new AABB2D(min, max); | ||||
| 		} | ||||
| 
 | ||||
| 		static readonly Fix64 Half = Fix64.FromFraction(1, 2); | ||||
| 
 | ||||
| 		/// <summary> | ||||
|  | @ -112,9 +120,9 @@ namespace MoonWorks.Collision.Fixed | |||
| 			var extent = aabb.Max - center; | ||||
| 
 | ||||
| 			var newCenter = Vector2.Transform(center, transform.TransformMatrix); | ||||
|             var newExtent = Vector2.TransformNormal(extent, AbsoluteMatrix(transform.TransformMatrix)); | ||||
| 			var newExtent = Vector2.TransformNormal(extent, AbsoluteMatrix(transform.TransformMatrix)); | ||||
| 
 | ||||
|             return new AABB2D(newCenter - newExtent, newCenter + newExtent); | ||||
| 			return new AABB2D(newCenter - newExtent, newCenter + newExtent); | ||||
| 		} | ||||
| 
 | ||||
| 		public AABB2D Compose(AABB2D aabb) | ||||
|  | @ -185,67 +193,25 @@ namespace MoonWorks.Collision.Fixed | |||
| 			return a.Left < b.Right && a.Right > b.Left && a.Top < b.Bottom && a.Bottom > b.Top; | ||||
| 		} | ||||
| 
 | ||||
| 		// FIXME: this is broken | ||||
| 		public static bool SweepTest(AABB2D a, AABB2D b, Vector2 aMovement, Vector2 bMovement, out Fix64 normalizedTime) | ||||
| 		private static AABB2D RotateAroundOrigin(AABB2D aabb) | ||||
| 		{ | ||||
| 			if (TestOverlap(a, b)) | ||||
| 			{ | ||||
| 				normalizedTime = Fix64.Zero; | ||||
| 				return true; | ||||
| 			} | ||||
| 			return Create(-aabb.Min.X, -aabb.Min.Y, -aabb.Max.X, -aabb.Max.Y); | ||||
| 		} | ||||
| 
 | ||||
| 			normalizedTime = Fix64.One; | ||||
| 		private static AABB2D MinkowskiSum(AABB2D a, AABB2D b) | ||||
| 		{ | ||||
| 			return new AABB2D(a.Min.X + b.Min.X, a.Min.Y + b.Min.Y, a.Max.X + b.Max.X, a.Max.Y + b.Max.Y); | ||||
| 		} | ||||
| 
 | ||||
| 			var relativeVelocity = bMovement - aMovement; | ||||
| 		public static bool SweepTest(AABB2D a, AABB2D b, Vector2 aMovement, Vector2 bMovement, out Fix64 entry, out Fix64 exit) | ||||
| 		{ | ||||
| 			var rotatedA = RotateAroundOrigin(a); | ||||
| 			var sum = MinkowskiSum(rotatedA, b); | ||||
| 
 | ||||
| 			Vector2 entry = Vector2.Zero; | ||||
| 			if (a.Max.X < b.Min.X && relativeVelocity.X < 0) | ||||
| 			{ | ||||
| 				entry.X = (a.Max.X - b.Min.X) / relativeVelocity.X; | ||||
| 			} | ||||
| 			else if (b.Max.X < a.Min.X && relativeVelocity.X > 0) | ||||
| 			{ | ||||
| 				entry.X = (a.Min.X - b.Max.X) / relativeVelocity.X; | ||||
| 			} | ||||
| 			var relativeMovement = aMovement - bMovement; | ||||
| 			var line = new Line(Vector2.Zero, relativeMovement); | ||||
| 
 | ||||
| 			if (a.Max.Y < b.Min.Y && relativeVelocity.Y < 0) | ||||
| 			{ | ||||
| 				entry.Y = (a.Max.Y - b.Min.Y) / relativeVelocity.Y; | ||||
| 			} | ||||
| 			else if (b.Max.Y > a.Min.Y && relativeVelocity.Y > 0) | ||||
| 			{ | ||||
| 				entry.Y = (a.Min.Y - b.Max.Y) / relativeVelocity.Y; | ||||
| 			} | ||||
| 
 | ||||
| 			Vector2 exit = new Vector2(Fix64.MaxValue, Fix64.MaxValue); | ||||
| 			if (b.Max.X > a.Min.X && relativeVelocity.X < 0) | ||||
| 			{ | ||||
| 				exit.X = (a.Min.X - b.Max.X) / relativeVelocity.X; | ||||
| 			} | ||||
| 			else if (a.Max.X > b.Min.X && relativeVelocity.X > 0) | ||||
| 			{ | ||||
| 				exit.Y = (a.Max.X - b.Min.X) / relativeVelocity.X; | ||||
| 			} | ||||
| 
 | ||||
| 			if (b.Max.Y > a.Min.Y && relativeVelocity.Y < 0) | ||||
| 			{ | ||||
| 				exit.Y = (a.Min.Y - b.Max.Y) / relativeVelocity.Y; | ||||
| 			} | ||||
| 			else if (a.Max.Y > b.Min.Y && relativeVelocity.Y > 0) | ||||
| 			{ | ||||
| 				exit.Y = (a.Max.Y - b.Min.Y) / relativeVelocity.Y; | ||||
| 			} | ||||
| 
 | ||||
| 			Fix64 firstTime = Fix64.Max(entry.X, entry.Y); | ||||
| 			Fix64 lastTime = Fix64.Min(exit.X, exit.Y); | ||||
| 
 | ||||
| 			if (firstTime <= lastTime && firstTime > 0) | ||||
| 			{ | ||||
| 				normalizedTime = firstTime; | ||||
| 				return true; | ||||
| 			} | ||||
| 
 | ||||
| 			return false; | ||||
| 			return NarrowPhase.TestLineAABBOverlap(line, sum, out entry, out exit); | ||||
| 		} | ||||
| 
 | ||||
| 		public override bool Equals(object obj) | ||||
|  |  | |||
|  | @ -93,6 +93,13 @@ namespace MoonWorks.Collision.Fixed | |||
| 					return TestCollision(rectangle, transformA, rectangleB, transformB); | ||||
| 				} | ||||
| 			} | ||||
| 			else if (shapeA is Line line) | ||||
| 			{ | ||||
| 				if (shapeB is Line lineB) | ||||
| 				{ | ||||
| 					return TestCollision(line, transformA, lineB, transformB); | ||||
| 				} | ||||
| 			} | ||||
| 
 | ||||
| 			return FindCollisionSimplex(shapeA, transformA, shapeB, transformB).Item1; | ||||
| 		} | ||||
|  | @ -172,6 +179,11 @@ namespace MoonWorks.Collision.Fixed | |||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		public static bool TestCollision(in Line lineA, in Transform2D transformA, in Line lineB, in Transform2D transformB) | ||||
| 		{ | ||||
| 			return TestLineOverlap(lineA, transformA, lineB, transformB); | ||||
| 		} | ||||
| 
 | ||||
| 		[MethodImpl(MethodImplOptions.AggressiveInlining)] | ||||
| 		public static bool TestRectangleOverlap(in Rectangle rectangleA, in Transform2D transformA, in Rectangle rectangleB, in Transform2D transformB) | ||||
| 		{ | ||||
|  | @ -237,6 +249,92 @@ namespace MoonWorks.Collision.Fixed | |||
| 			return distanceSquared < radiusSumSquared; | ||||
| 		} | ||||
| 
 | ||||
| 		[MethodImpl(MethodImplOptions.AggressiveInlining)] | ||||
| 		public static bool TestLineOverlap(in Line lineA, in Transform2D transformA, in Line lineB, in Transform2D transformB) | ||||
| 		{ | ||||
| 			var b = lineA.End - lineA.Start; | ||||
| 			var d = lineB.End - lineB.Start; | ||||
| 			var bDotDPerp = b.X * d.Y - b.Y * d.X; | ||||
| 
 | ||||
| 			if (bDotDPerp == Fix64.Zero) | ||||
| 			{ | ||||
| 				return false; | ||||
| 			} | ||||
| 
 | ||||
| 			var c = lineB.Start - lineA.Start; | ||||
| 			var t = (c.X * d.Y - c.Y * d.X) / bDotDPerp; | ||||
| 			if (t < 0 || t > 1) | ||||
| 			{ | ||||
| 				return false; | ||||
| 			} | ||||
| 
 | ||||
| 			var u = (c.X * b.Y - c.Y * b.X) / bDotDPerp; | ||||
| 			if (u < 0 || u > 1) | ||||
| 			{ | ||||
| 				return false; | ||||
| 			} | ||||
| 
 | ||||
| 			return true; | ||||
| 		} | ||||
| 
 | ||||
| 		public static bool TestLineOverlap(in Line lineA, in Transform2D transformA, in Line lineB, in Transform2D transformB, out Vector2 intersection) | ||||
| 		{ | ||||
| 			intersection = Vector2.Zero; | ||||
| 
 | ||||
| 			var b = lineA.End - lineA.Start; | ||||
| 			var d = lineB.End - lineB.Start; | ||||
| 			var bDotDPerp = b.X * d.Y - b.Y * d.X; | ||||
| 
 | ||||
| 			if (bDotDPerp == Fix64.Zero) | ||||
| 			{ | ||||
| 				return false; | ||||
| 			} | ||||
| 
 | ||||
| 			var c = lineB.Start - lineA.Start; | ||||
| 			var t = (c.X * d.Y - c.Y * d.X) / bDotDPerp; | ||||
| 			if (t < 0 || t > 1) | ||||
| 			{ | ||||
| 				return false; | ||||
| 			} | ||||
| 
 | ||||
| 			var u = (c.X * b.Y - c.Y * b.X) / bDotDPerp; | ||||
| 			if (u < 0 || u > 1) | ||||
| 			{ | ||||
| 				return false; | ||||
| 			} | ||||
| 
 | ||||
| 			intersection = lineA.Start + t * b; | ||||
| 			return true; | ||||
| 		} | ||||
| 
 | ||||
| 		public static bool TestLineAABBOverlap(in Line line, in AABB2D aabb, out Fix64 entry, out Fix64 exit) | ||||
| 		{ | ||||
| 			entry = Fix64.MinValue; | ||||
| 			exit = Fix64.MaxValue; | ||||
| 
 | ||||
| 			var lineDirection = line.End - line.Start; | ||||
| 
 | ||||
| 			if (lineDirection.X != Fix64.Zero) | ||||
| 			{ | ||||
| 				var tx1 = (aabb.Min.X - line.Start.X) / lineDirection.X; | ||||
| 				var tx2 = (aabb.Max.X - line.Start.X) / lineDirection.X; | ||||
| 
 | ||||
| 				entry = Fix64.Max(entry, Fix64.Min(tx1, tx2)); | ||||
| 				exit = Fix64.Min(exit, Fix64.Max(tx1, tx2)); | ||||
| 			} | ||||
| 
 | ||||
| 			if (lineDirection.Y != Fix64.Zero) | ||||
| 			{ | ||||
| 				var ty1 = (aabb.Min.Y - line.Start.Y) / lineDirection.Y; | ||||
| 				var ty2 = (aabb.Max.Y - line.Start.Y) / lineDirection.Y; | ||||
| 
 | ||||
| 				entry = Fix64.Max(entry, Fix64.Min(ty1, ty2)); | ||||
| 				exit = Fix64.Min(exit, Fix64.Max(ty1, ty2)); | ||||
| 			} | ||||
| 
 | ||||
| 			return exit >= entry; | ||||
| 		} | ||||
| 
 | ||||
| 		public static bool TestPointOverlap(in Point pointA, in Transform2D transformA, in Point pointB, in Transform2D transformB) | ||||
| 		{ | ||||
| 			return transformA.Position == transformB.Position; | ||||
|  | @ -250,47 +348,47 @@ namespace MoonWorks.Collision.Fixed | |||
| 			return Check(minkowskiDifference, c, b); | ||||
| 		} | ||||
| 
 | ||||
|         public unsafe static Vector2 Intersect(IShape2D shapeA, Transform2D Transform2DA, IShape2D shapeB, Transform2D Transform2DB, Simplex2D simplex) | ||||
|         { | ||||
|             if (shapeA == null) { throw new System.ArgumentNullException(nameof(shapeA)); } | ||||
|             if (shapeB == null) { throw new System.ArgumentNullException(nameof(shapeB)); } | ||||
|             if (!simplex.TwoSimplex) { throw new System.ArgumentException("Simplex must be a 2-Simplex.", nameof(simplex)); } | ||||
| 		public unsafe static Vector2 Intersect(IShape2D shapeA, Transform2D Transform2DA, IShape2D shapeB, Transform2D Transform2DB, Simplex2D simplex) | ||||
| 		{ | ||||
| 			if (shapeA == null) { throw new System.ArgumentNullException(nameof(shapeA)); } | ||||
| 			if (shapeB == null) { throw new System.ArgumentNullException(nameof(shapeB)); } | ||||
| 			if (!simplex.TwoSimplex) { throw new System.ArgumentException("Simplex must be a 2-Simplex.", nameof(simplex)); } | ||||
| 
 | ||||
| 			var epsilon = Fix64.FromFraction(1, 10000); | ||||
| 
 | ||||
| 			var a = simplex.A; | ||||
|             var b = simplex.B.Value; | ||||
|             var c = simplex.C.Value; | ||||
| 			var b = simplex.B.Value; | ||||
| 			var c = simplex.C.Value; | ||||
| 
 | ||||
|             Vector2 intersection = default; | ||||
| 			Vector2 intersection = default; | ||||
| 
 | ||||
|             for (var i = 0; i < 32; i++) | ||||
|             { | ||||
|                 var edge = FindClosestEdge(simplex); | ||||
|                 var support = CalculateSupport(shapeA, Transform2DA, shapeB, Transform2DB, edge.Normal); | ||||
|                 var distance = Vector2.Dot(support, edge.Normal); | ||||
| 			for (var i = 0; i < 32; i++) | ||||
| 			{ | ||||
| 				var edge = FindClosestEdge(simplex); | ||||
| 				var support = CalculateSupport(shapeA, Transform2DA, shapeB, Transform2DB, edge.Normal); | ||||
| 				var distance = Vector2.Dot(support, edge.Normal); | ||||
| 
 | ||||
|                 intersection = edge.Normal; | ||||
|                 intersection *= distance; | ||||
| 				intersection = edge.Normal; | ||||
| 				intersection *= distance; | ||||
| 
 | ||||
|                 if (Fix64.Abs(distance - edge.Distance) <= epsilon) | ||||
|                 { | ||||
|                     return intersection; | ||||
|                 } | ||||
|                 else | ||||
|                 { | ||||
| 				if (Fix64.Abs(distance - edge.Distance) <= epsilon) | ||||
| 				{ | ||||
| 					return intersection; | ||||
| 				} | ||||
| 				else | ||||
| 				{ | ||||
| 					simplex.Insert(support, edge.Index); | ||||
|                 } | ||||
|             } | ||||
| 				} | ||||
| 			} | ||||
| 
 | ||||
|             return intersection; // close enough | ||||
|         } | ||||
| 			return intersection; // close enough | ||||
| 		} | ||||
| 
 | ||||
|         private static unsafe Edge FindClosestEdge(Simplex2D simplex) | ||||
|         { | ||||
| 		private static unsafe Edge FindClosestEdge(Simplex2D simplex) | ||||
| 		{ | ||||
| 			var closestDistance = Fix64.MaxValue; | ||||
|             var closestNormal = Vector2.Zero; | ||||
|             var closestIndex = 0; | ||||
| 			var closestNormal = Vector2.Zero; | ||||
| 			var closestIndex = 0; | ||||
| 
 | ||||
| 			for (var i = 0; i < 4; i += 1) | ||||
| 			{ | ||||
|  | @ -315,136 +413,136 @@ namespace MoonWorks.Collision.Fixed | |||
| 				} | ||||
| 			} | ||||
| 
 | ||||
|             return new Edge | ||||
| 			return new Edge | ||||
| 			{ | ||||
| 				Distance = closestDistance, | ||||
| 				Normal = closestNormal, | ||||
| 				Index = closestIndex | ||||
| 			}; | ||||
|         } | ||||
| 		} | ||||
| 
 | ||||
| 		[MethodImpl(MethodImplOptions.AggressiveInlining)] | ||||
| 		private static Vector2 CalculateSupport<T, U>(T shapeA, Transform2D Transform2DA, U shapeB, Transform2D Transform2DB, Vector2 direction) where T : IShape2D where U : IShape2D | ||||
|         { | ||||
|             return shapeA.Support(direction, Transform2DA) - shapeB.Support(-direction, Transform2DB); | ||||
|         } | ||||
| 		{ | ||||
| 			return shapeA.Support(direction, Transform2DA) - shapeB.Support(-direction, Transform2DB); | ||||
| 		} | ||||
| 
 | ||||
| 		private static (bool, Simplex2D) Check<T, U>(MinkowskiDifference<T, U> minkowskiDifference, Vector2 c, Vector2 b) where T : IShape2D where U : IShape2D | ||||
|         { | ||||
|             var cb = c - b; | ||||
|             var c0 = -c; | ||||
|             var d = Direction(cb, c0); | ||||
|             return DoSimplex(minkowskiDifference, new Simplex2D(b, c), d); | ||||
|         } | ||||
| 		{ | ||||
| 			var cb = c - b; | ||||
| 			var c0 = -c; | ||||
| 			var d = Direction(cb, c0); | ||||
| 			return DoSimplex(minkowskiDifference, new Simplex2D(b, c), d); | ||||
| 		} | ||||
| 
 | ||||
|         private static (bool, Simplex2D) DoSimplex<T, U>(MinkowskiDifference<T, U> minkowskiDifference, Simplex2D simplex, Vector2 direction) where T : IShape2D where U : IShape2D | ||||
|         { | ||||
|             var a = minkowskiDifference.Support(direction); | ||||
|             var notPastOrigin = Vector2.Dot(a, direction) < Fix64.Zero; | ||||
|             var (intersects, newSimplex, newDirection) = EnclosesOrigin(a, simplex); | ||||
| 		private static (bool, Simplex2D) DoSimplex<T, U>(MinkowskiDifference<T, U> minkowskiDifference, Simplex2D simplex, Vector2 direction) where T : IShape2D where U : IShape2D | ||||
| 		{ | ||||
| 			var a = minkowskiDifference.Support(direction); | ||||
| 			var notPastOrigin = Vector2.Dot(a, direction) < Fix64.Zero; | ||||
| 			var (intersects, newSimplex, newDirection) = EnclosesOrigin(a, simplex); | ||||
| 
 | ||||
|             if (notPastOrigin) | ||||
|             { | ||||
|                 return (false, default(Simplex2D)); | ||||
|             } | ||||
|             else if (intersects) | ||||
|             { | ||||
|                 return (true, new Simplex2D(simplex.A, simplex.B.Value, a)); | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 return DoSimplex(minkowskiDifference, newSimplex, newDirection); | ||||
|             } | ||||
|         } | ||||
| 			if (notPastOrigin) | ||||
| 			{ | ||||
| 				return (false, default(Simplex2D)); | ||||
| 			} | ||||
| 			else if (intersects) | ||||
| 			{ | ||||
| 				return (true, new Simplex2D(simplex.A, simplex.B.Value, a)); | ||||
| 			} | ||||
| 			else | ||||
| 			{ | ||||
| 				return DoSimplex(minkowskiDifference, newSimplex, newDirection); | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
|         private static (bool, Simplex2D, Vector2) EnclosesOrigin(Vector2 a, Simplex2D simplex) | ||||
|         { | ||||
|             if (simplex.ZeroSimplex) | ||||
|             { | ||||
|                 return HandleZeroSimplex(a, simplex.A); | ||||
|             } | ||||
|             else if (simplex.OneSimplex) | ||||
|             { | ||||
|                 return HandleOneSimplex(a, simplex.A, simplex.B.Value); | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 return (false, simplex, Vector2.Zero); | ||||
|             } | ||||
|         } | ||||
| 		private static (bool, Simplex2D, Vector2) EnclosesOrigin(Vector2 a, Simplex2D simplex) | ||||
| 		{ | ||||
| 			if (simplex.ZeroSimplex) | ||||
| 			{ | ||||
| 				return HandleZeroSimplex(a, simplex.A); | ||||
| 			} | ||||
| 			else if (simplex.OneSimplex) | ||||
| 			{ | ||||
| 				return HandleOneSimplex(a, simplex.A, simplex.B.Value); | ||||
| 			} | ||||
| 			else | ||||
| 			{ | ||||
| 				return (false, simplex, Vector2.Zero); | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
|         private static (bool, Simplex2D, Vector2) HandleZeroSimplex(Vector2 a, Vector2 b) | ||||
|         { | ||||
|             var ab = b - a; | ||||
|             var a0 = -a; | ||||
|             var (newSimplex, newDirection) = SameDirection(ab, a0) ? (new Simplex2D(a, b), Perpendicular(ab, a0)) : (new Simplex2D(a), a0); | ||||
|             return (false, newSimplex, newDirection); | ||||
|         } | ||||
| 		private static (bool, Simplex2D, Vector2) HandleZeroSimplex(Vector2 a, Vector2 b) | ||||
| 		{ | ||||
| 			var ab = b - a; | ||||
| 			var a0 = -a; | ||||
| 			var (newSimplex, newDirection) = SameDirection(ab, a0) ? (new Simplex2D(a, b), Perpendicular(ab, a0)) : (new Simplex2D(a), a0); | ||||
| 			return (false, newSimplex, newDirection); | ||||
| 		} | ||||
| 
 | ||||
|         private static (bool, Simplex2D, Vector2) HandleOneSimplex(Vector2 a, Vector2 b, Vector2 c) | ||||
|         { | ||||
|             var a0 = -a; | ||||
|             var ab = b - a; | ||||
|             var ac = c - a; | ||||
|             var abp = Perpendicular(ab, -ac); | ||||
|             var acp = Perpendicular(ac, -ab); | ||||
| 		private static (bool, Simplex2D, Vector2) HandleOneSimplex(Vector2 a, Vector2 b, Vector2 c) | ||||
| 		{ | ||||
| 			var a0 = -a; | ||||
| 			var ab = b - a; | ||||
| 			var ac = c - a; | ||||
| 			var abp = Perpendicular(ab, -ac); | ||||
| 			var acp = Perpendicular(ac, -ab); | ||||
| 
 | ||||
|             if (SameDirection(abp, a0)) | ||||
|             { | ||||
|                 if (SameDirection(ab, a0)) | ||||
|                 { | ||||
|                     return (false, new Simplex2D(a, b), abp); | ||||
|                 } | ||||
|                 else | ||||
|                 { | ||||
|                     return (false, new Simplex2D(a), a0); | ||||
|                 } | ||||
|             } | ||||
|             else if (SameDirection(acp, a0)) | ||||
|             { | ||||
|                 if (SameDirection(ac, a0)) | ||||
|                 { | ||||
|                     return (false, new Simplex2D(a, c), acp); | ||||
|                 } | ||||
|                 else | ||||
|                 { | ||||
|                     return (false, new Simplex2D(a), a0); | ||||
|                 } | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 return (true, new Simplex2D(b, c), a0); | ||||
|             } | ||||
|         } | ||||
| 			if (SameDirection(abp, a0)) | ||||
| 			{ | ||||
| 				if (SameDirection(ab, a0)) | ||||
| 				{ | ||||
| 					return (false, new Simplex2D(a, b), abp); | ||||
| 				} | ||||
| 				else | ||||
| 				{ | ||||
| 					return (false, new Simplex2D(a), a0); | ||||
| 				} | ||||
| 			} | ||||
| 			else if (SameDirection(acp, a0)) | ||||
| 			{ | ||||
| 				if (SameDirection(ac, a0)) | ||||
| 				{ | ||||
| 					return (false, new Simplex2D(a, c), acp); | ||||
| 				} | ||||
| 				else | ||||
| 				{ | ||||
| 					return (false, new Simplex2D(a), a0); | ||||
| 				} | ||||
| 			} | ||||
| 			else | ||||
| 			{ | ||||
| 				return (true, new Simplex2D(b, c), a0); | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
|         private static Vector2 TripleProduct(Vector2 a, Vector2 b, Vector2 c) | ||||
|         { | ||||
|             var A = new Vector3(a.X, a.Y, Fix64.Zero); | ||||
|             var B = new Vector3(b.X, b.Y, Fix64.Zero); | ||||
|             var C = new Vector3(c.X, c.Y, Fix64.Zero); | ||||
| 		private static Vector2 TripleProduct(Vector2 a, Vector2 b, Vector2 c) | ||||
| 		{ | ||||
| 			var A = new Vector3(a.X, a.Y, Fix64.Zero); | ||||
| 			var B = new Vector3(b.X, b.Y, Fix64.Zero); | ||||
| 			var C = new Vector3(c.X, c.Y, Fix64.Zero); | ||||
| 
 | ||||
|             var first = Vector3.Cross(A, B); | ||||
|             var second = Vector3.Cross(first, C); | ||||
| 			var first = Vector3.Cross(A, B); | ||||
| 			var second = Vector3.Cross(first, C); | ||||
| 
 | ||||
|             return new Vector2(second.X, second.Y); | ||||
|         } | ||||
| 			return new Vector2(second.X, second.Y); | ||||
| 		} | ||||
| 
 | ||||
|         private static Vector2 Direction(Vector2 a, Vector2 b) | ||||
|         { | ||||
|             var d = TripleProduct(a, b, a); | ||||
|             var collinear = d == Vector2.Zero; | ||||
|             return collinear ? new Vector2(a.Y, -a.X) : d; | ||||
|         } | ||||
| 		private static Vector2 Direction(Vector2 a, Vector2 b) | ||||
| 		{ | ||||
| 			var d = TripleProduct(a, b, a); | ||||
| 			var collinear = d == Vector2.Zero; | ||||
| 			return collinear ? new Vector2(a.Y, -a.X) : d; | ||||
| 		} | ||||
| 
 | ||||
| 		[MethodImpl(MethodImplOptions.AggressiveInlining)] | ||||
| 		private static bool SameDirection(Vector2 a, Vector2 b) | ||||
|         { | ||||
|             return Vector2.Dot(a, b) > Fix64.Zero; | ||||
|         } | ||||
| 		{ | ||||
| 			return Vector2.Dot(a, b) > Fix64.Zero; | ||||
| 		} | ||||
| 
 | ||||
|         private static Vector2 Perpendicular(Vector2 a, Vector2 b) | ||||
|         { | ||||
|             return TripleProduct(a, b, a); | ||||
|         } | ||||
| 		private static Vector2 Perpendicular(Vector2 a, Vector2 b) | ||||
| 		{ | ||||
| 			return TripleProduct(a, b, a); | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  |  | |||
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		Reference in New Issue