Esempio n. 1
0
bool Circle::CircleCircleIntersect( Circle *a, Circle *b, Vector2 *pointAOut, Vector2 *pointBOut ){
	Vector2 *d = b->m_pos->Sub( a->m_pos );
	float centerDist = d->get_m_Len();
    
    if( centerDist > a->m_radius + b->m_radius ){
        // separated
        pointAOut = pointBOut = 0;
        return false;
    } else {
        // partial intersection
        float r0Sqr = a->m_radius*a->m_radius;
        float newCenterDist = ( r0Sqr-b->m_radius*b->m_radius+centerDist*centerDist )/( 2*centerDist );
        
        float sqr = r0Sqr-newCenterDist*newCenterDist;
        
        if( sqr <= 0.0 ){
            // containment
            pointAOut = pointBOut = 0;
            return false;
        }
        
        Vector2 *P2 = a->m_pos->Add( d->MulScalar( newCenterDist/centerDist ) );
        float radius = sqrt( sqr );
        
        Vector2 *perp = b->m_pos->Sub( a->m_pos )->get_m_Perp()->get_m_Unit();

		Vector2 *temp_a = P2->Add(perp->MulScalar(radius)); //TESTME
		Vector2 *temp_b = P2->Sub(perp->MulScalar(radius));

        pointAOut->m_x = temp_a->m_x;
		pointAOut->m_y = temp_a->m_y;

        pointBOut->m_x = temp_b->m_x;
		pointBOut->m_y = temp_b->m_y;
        
        return true;
    }
}
Esempio n. 2
0
PointAndDistanceContainer *Circle::ClosestPointAndDistOnEdge( Vector2 *p ){
	Vector2 *d = p->Sub(m_pos);
    
	float distCenter = d->get_m_Len();
	float penetration = distCenter - m_radius;
    
    if( distCenter == 0 ){
        return new PointAndDistanceContainer( m_pos->Add(new Vector2( m_radius, 0 )), -m_radius );
    }
    
    // generate point on edge
    Vector2 *pow = d->MulScalar(m_radius/distCenter)->AddTo(m_pos);

    return new PointAndDistanceContainer(pow, penetration);
}