示例#1
0
//returns true if the polygons passed as parameters intersect
int PolyInPoly(const POLY * t1, const POLY * t2)
{
   int i, j;
   LINE l1, l2;

   if(!t1 || !t2)
      return 0;

   if(PointInPoly(&t1->p[0], t2) || PointInPoly(&t1->p[1], t2) || PointInPoly(&t1->p[2], t2))
      return 1; //if any of the points of t1 are in t2

   for(i = 0; i < 3; i++)
   {
      l1.a.x = t1->p[i].x;
      l1.a.y = t1->p[i].y;
      l1.b.x = t1->p[(i + 1) % 3].x;
      l1.b.y = t1->p[(i + 1) % 3].y;

      for(j = 0; j < 3; j++)
      {
         l2.a.x = t2->p[j].x;
         l2.a.y = t2->p[j].y;
         l2.b.x = t2->p[(j + 1) % 3].x;
         l2.b.y = t2->p[(j + 1) % 3].y;

         if(LinesIntersect(&l1, &l2)) //if the line intersects any line in t2
            return 1;
      }
   }

   return 0; //no intersection
}
示例#2
0
//returns true if the point is contained within the polygon
int PointInPoly(const POINT2 * p, const POLY * t)
{
   int i, intersections = 0;
   LINE l1, l2;

   if(!p || !t)
      return 0;

   l1.a.x = -1.0f;
   l1.a.y = -1.0f;
   l1.b.x = p->x;
   l1.b.y = p->y;

   for(i = 0; i < 3; i++)
   {
      l2.a.x = t->p[i].x;
      l2.a.y = t->p[i].y;
      l2.b.x = t->p[(i + 1) % 3].x;
      l2.b.y = t->p[(i + 1) % 3].y;

      if(LinesIntersect(&l1, &l2))
         intersections++;
   }

   return (intersections & 1); //returns 1 if odd, 0 if even # intersections
}
示例#3
0
bool Collider::CollidePolygonPolygon(PolygonCollider* a, PolygonCollider* b)
{
    //If the polygons aren't even close to eachother, don't bother
    if (a->GetLeftmost() > b->GetRightmost())
        return false;
    if (a->GetRightmost() < b->GetLeftmost())
        return false;
    if (a->GetTopmost() > b->GetBottommost())
        return false;
    if (a->GetBottommost() < b->GetTopmost())
        return false;

    //Check if the first point of either polygon is inside the other
    //(accounts for the case where one poly is completely inside the other)
    if (a->IntersectsPoint(b->GetPoint(0)) || b->IntersectsPoint(a->GetPoint(0)))
        return true;

    //Compare lines, looking for an intersection
    int totalA = a->GetPointCount();
    int totalB = b->GetPointCount();
    for (int i = 0; i < totalA; ++i)
    {
        Vector2 startA = a->GetPoint(i);
        Vector2 endA = a->GetPoint((i + 1) % totalA);
        for (int j = 0; j < totalB; ++j)
        {
            Vector2 startB = b->GetPoint(j);
            Vector2 endB = b->GetPoint((j + 1) % totalB);
            if (LinesIntersect(startA, endA, startB, endB))
                return true;
        }
    }

    return false;
}
示例#4
0
std::vector<IntResult> SimpleIntersector::Intersects(FastCurve* curve1, FastCurve* curve2)
{
	std::vector<IntResult> ret;
	bool swap=false;
	FastLine* line1 = dynamic_cast<FastLine*>(curve1);
	if(line1)
	{
		FastLine* line2 = dynamic_cast<FastLine*>(curve2);
		if(line2)
			ret = LinesIntersect((FastLine*)curve1,(FastLine*)curve2);
		else
		{
			FastArc* arc2 = dynamic_cast<FastArc*>(curve2);
			if(arc2)
			{
				ret = LineArcIntersect(line1,arc2);
			}
		}
	}
	else
	{
		FastArc* arc1 = dynamic_cast<FastArc*>(curve1);
		if(arc1)
		{
			FastLine* line2 = dynamic_cast<FastLine*>(curve2);
			if(line2)
			{
				ret = LineArcIntersect(line2,arc1);
				swap = true;
			}
			else
			{
				FastArc* arc2 = dynamic_cast<FastArc*>(curve2);
				ret = ArcsIntersect(arc1,arc2);
			}
		}
	}

	if(swap)
	{
		for(unsigned int i=0; i < ret.size(); i++)
		{
			ret[i].Swap();
		}
	}

	return ret;
}
示例#5
0
	// ignores radius for now
	bool PathCollider::IntersectsLine(const Vector2& start, const Vector2& end, float radius, CollisionData *collisionData)
	{
		Node *node = startNode;
		while(node)
		{
			Node *next = node->GetNext();
			if (next)
			{
				if (node->variant != -1)
				{
					if (LinesIntersect(node->GetWorldPosition(), next->GetWorldPosition(), start, end, collisionData))
					{
						collisionData->collider = this;
						return true;
					}
				}
			}
			node = next;
		}
		return false;
	}
示例#6
0
	bool Collider::CollideRectPolygon(RectangleCollider* a, PolygonCollider* b, CollisionData *collisionData)
	{
		//TODO: store data in collisionData!

		//Check if it's even possible for them to collide
		if (a->GetLeft() > b->GetRightmost())
			return false;
		if (a->GetRight() < b->GetLeftmost())
			return false;
		if (a->GetTop() > b->GetBottommost())
			return false;
		if (a->GetBottom() < b->GetTopmost())
			return false;

		//Check if the first point of either is inside the other
		//(accounts for the case where one is completely inside the other)
		if (a->IntersectsPoint(b->GetPoint(0)) || b->IntersectsPoint(a->GetTopLeft()))
			return true;

		//Compare lines for intersections
		Vector2 rectPoints[4];
		rectPoints[0] = a->GetTopLeft();
		rectPoints[1] = a->GetTopRight();
		rectPoints[2] = a->GetBottomRight();
		rectPoints[3] = a->GetBottomLeft();

		int totalB = b->GetPointCount();
		for (int i = 0; i < totalB; ++i)
		{
			Vector2 startB	= b->GetPoint(i);
			Vector2 endB	= b->GetPoint((i + 1) % totalB);
			for (int j = 0; j < 4; ++j)
			{
				if (LinesIntersect(startB, endB, rectPoints[j], rectPoints[(j + 1) % 4]))
					return true;
			}
		}

		return false;
	}