using System; using System.Collections.Generic; using Syntriax.Engine.Core; using Syntriax.Engine.Physics2D.Primitives; namespace Syntriax.Engine.Physics2D; public static class PhysicsMath { // Given three collinear points p, q, r, the function checks if // point q lies on line segment 'pr' public static bool OnSegment(Vector2D p, Vector2D q, Vector2D r) { if (q.X <= MathF.Max(p.X, r.X) && q.X >= MathF.Min(p.X, r.X) && q.Y <= MathF.Max(p.Y, r.Y) && q.Y >= MathF.Min(p.Y, r.Y)) return true; return false; } // To find orientation of ordered triplet (p, q, r). // The function returns following values // 0 --> p, q and r are collinear // 1 --> Clockwise // 2 --> Counterclockwise public static int Orientation(Vector2D p, Vector2D q, Vector2D r) { // See https://www.geeksforgeeks.org/orientation-3-ordered-points/ // for details of below formula. float val = (q.Y - p.Y) * (r.X - q.X) - (q.X - p.X) * (r.Y - q.Y); if (val == 0) return 0; // collinear return (val > 0) ? 1 : 2; // clock or counterclock wise } public static float IntersectionParameterT(Vector2D p0, Vector2D p1, Vector2D q0, Vector2D q1) => ((q0.X - p0.X) * (p1.Y - p0.Y) - (q0.Y - p0.Y) * (p1.X - p0.X)) / ((q1.Y - q0.Y) * (p1.X - p0.X) - (q1.X - q0.X) * (p1.Y - p0.Y)); public static bool ApproximatelyEquals(this float a, float b) => ApproximatelyEquals(a, b, float.Epsilon); public static bool ApproximatelyEquals(this Vector2D a, Vector2D b) => ApproximatelyEquals(a, b, float.Epsilon); public static bool ApproximatelyEquals(this Vector2D a, Vector2D b, float epsilon) => ApproximatelyEquals(a.X, b.X, epsilon) && ApproximatelyEquals(a.Y, b.Y, epsilon); public static bool ApproximatelyEquals(this float a, float b, float epsilon) { if (a == b) return true; const float floatNormal = (1 << 23) * float.Epsilon; float absA = MathF.Abs(a); float absB = MathF.Abs(b); float diff = MathF.Abs(a - b); if (a == 0.0f || b == 0.0f || diff < floatNormal) return diff < (epsilon * floatNormal); return diff / MathF.Min(absA + absB, float.MaxValue) < epsilon; } }