#region CPL License
/*
Nuclex Framework
Copyright (C) 2002-2009 Nuclex Development Labs
This library is free software; you can redistribute it and/or
modify it under the terms of the IBM Common Public License as
published by the IBM Corporation; either version 1.0 of the
License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
IBM Common Public License for more details.
You should have received a copy of the IBM Common Public
License along with this library
*/
#endregion
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
namespace Nuclex.Geometry.Lines.Collisions {
///
/// Detects intersections of infinite 2D lines with 2D discs / circles
///
public static class Line2Disc2Collider {
/// Determines the contact location between a line and a disc
///
/// Offset of the line relative to the disc's center
///
/// Direction and length of the line
/// Radius of the disc
/// The point of intersection of the line with the disc, if any
///
///
/// Shamelessly lifted from the FreeMagic library at http://www.magic-software.com
/// and used as a supporting function for the other line/sphere contact finders.
///
///
internal static LineContacts FindContacts(
Vector2 lineOffset, Vector2 lineDirection, float discRadius
) {
float a0 = lineOffset.LengthSquared() - discRadius * discRadius;
float a1 = Vector2.Dot(lineDirection, lineOffset);
float discrete = a1 * a1 - a0;
if(discrete > 0.0f) {
discrete = (float)Math.Sqrt(discrete);
return new LineContacts(-a1 - discrete, -a1 + discrete);
} else {
return LineContacts.None;
}
}
/// Determines the contact location between a line and a disc
///
/// Offset of the line from the coordinate system's center
///
/// Direction and length of the line
/// Position of the disc
/// Radius of the disc
/// The point of intersection of the line with the disc, if any
internal static LineContacts FindContacts(
Vector2 lineOffset, Vector2 lineDirection, Vector2 discCenter, float discRadius
) {
return FindContacts(lineOffset - discCenter, lineDirection, discRadius);
}
}
} // namespace Nuclex.Geometry.Lines.Collisions