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Circle.cpp
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185 lines (129 loc) · 3.88 KB
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#include "Circle.h"
#include "AABB.h"
#include "OBB.h"
#include "Capsule.h"
#include "Triangle.h"
#include "ConvexHull.h"
#include "Geometric.h"
Circle::Circle(Vector2D *center, double radius)
: ColliderShape(center, Vector2D(radius, radius))
, _radius(radius)
{
}
Circle::~Circle()
{
}
Vector2D Circle::GetCenter() const
{
return Vector2D(_center->_x, _center->_y);
};
double Circle::GetMinX() const
{
return _center->_x - _radius;
}
double Circle::GetMaxX() const
{
return _center->_x + _radius;
}
double Circle::GetMinY() const
{
return _center->_y - _radius;
}
double Circle::GetMaxY() const
{
return _center->_y + _radius;
}
void Circle::SetScale(const Vector2D scale)
{
_scale = scale;
_radius = _baseSize._x * scale._x;
}
bool Circle::CollisionWith(const ColliderShape *collider) const
{
return collider->CollisionDetection(this);
}
bool Circle::CollisionDetection(const Circle *collider) const
{
double chainedRadius = _radius + collider->_radius;
return (SqDistFromPoint(_center, collider)
< (chainedRadius * chainedRadius));
}
bool Circle::CollisionDetection(const AABB *collider) const
{
//円の中心点とAABBの距離が円の半径より近ければ当たった
return (collider->SqDistFromPoint(_center) < (_radius * _radius));
}
bool Circle::CollisionDetection(const OBB *collider) const
{
return collider->CollisionDetection(this);
}
bool Circle::CollisionDetection(const Capsule *collider) const
{
return collider->CollisionDetection(this);
}
bool Circle::CollisionDetection(const Triangle *collider) const
{
return collider->CollisionDetection(this);
}
bool Circle::CollisionDetection(const ConvexHull *collider) const
{
return collider->CollisionDetection(this);
}
Vector2D Circle::CalcDump(const ColliderShape *collider) const
{
return collider->CalcDumpWith(this);
}
Vector2D Circle::CalcDumpWith(const Circle *collider) const
{
//めり込みの向きを出して
Vector2D dir = *_center - collider->GetCenter();
//どれくらいめり込んでいるか計算する
double intersectDepth = (_radius + collider->_radius) - dir.GetLength();
//向きとめり込み度合を合わせ、めり込み解除のベクトルを計算する
return dir.GetNormalized() * intersectDepth;
}
Vector2D Circle::CalcDumpWith(const AABB *aabb) const
{
Vector2D point = *_center;
//円中心とAABBの最近接点を出す
Vector2D closestToAABB = aabb->GetClosestPoint(&point);
//円中心と最近接点を結んでめり込み解除の方向ベクトルをつくる
Vector2D directionCenterToAABB(closestToAABB, point);
//どれくらいめり込み解除するかは、
//めり込み具合 = (円半径 - 円と最近接点の距離)
double length = directionCenterToAABB.GetLength();
double dumpScale = _radius - length;
if (length < EPS)
return Vector2D::zero;
directionCenterToAABB *= (dumpScale / length);
return directionCenterToAABB;
}
Vector2D Circle::CalcDumpWith(const OBB *collider) const
{
Vector2D vec = collider->CalcDumpWith(this);
return vec * -1;
}
Vector2D Circle::CalcDumpWith(const Capsule *collider) const
{
Vector2D vec = collider->CalcDumpWith(this);
return vec * -1;
}
Vector2D Circle::CalcDumpWith(const Triangle *collider) const
{
Vector2D vec = collider->CalcDumpWith(this);
return vec * -1;
}
Vector2D Circle::CalcDumpWith(const ConvexHull *collider) const
{
Vector2D vec = collider->CalcDumpWith(this);
return vec * -1;
}
double Circle::SqDistFromPoint(const Vector2D *point, const Circle *sphere) const
{
Vector2D sphereCenter = sphere->GetCenter();
//距離の2乗 - 対象円の半径の2乗
double sqDist =
(point->_x - sphereCenter._x) * (point->_x - sphereCenter._x)
+ (point->_y - sphereCenter._y) * (point->_y - sphereCenter._y);
return sqDist;
}