Beispiel #1
0
 public WorldObject[] QueryBounds(WorldObjectBounds bounds, params string[] ignoreTags)
 {
     // Removing ToRectangle() does not give us accurate overlaps.
     return(QueryCells(bounds).Where(other =>
                                     bounds.ToRectangle().Intersects(other.Bounds.ToRectangle()) &&
                                     !ignoreTags.Any(tag => other.Tags.Contains(tag))).ToArray());
 }
        public Vector2 GetIntersectionDepth(WorldObjectBounds aabb2)
        {
            // Calculate half sizes.
            float halfWidthA  = Width / 2f;
            float halfHeightA = Height / 2f;
            float halfWidthB  = aabb2.Width / 2f;
            float halfHeightB = aabb2.Height / 2f;

            // Calculate centers.
            Vector2 centerA = new Vector2(Left + halfWidthA, Top + halfHeightA);
            Vector2 centerB = new Vector2(aabb2.Left + halfWidthB, aabb2.Top + halfHeightB);

            // Calculate current and minimum-non-intersecting distances between centers.
            float distanceX    = centerA.X - centerB.X;
            float distanceY    = centerA.Y - centerB.Y;
            float minDistanceX = halfWidthA + halfWidthB;
            float minDistanceY = halfHeightA + halfHeightB;

            // If we are not intersecting at all, return (0, 0).
            if (Math.Abs(distanceX) >= minDistanceX || Math.Abs(distanceY) >= minDistanceY)
            {
                return(Vector2.Zero);
            }

            // Calculate and return intersection depths.
            float depthX = distanceX > 0 ? minDistanceX - distanceX : -minDistanceX - distanceX;
            float depthY = distanceY > 0 ? minDistanceY - distanceY : -minDistanceY - distanceY;

            return(new Vector2(depthX, depthY));
        }
Beispiel #3
0
        private IEnumerable <Point> GetBoundPointCells(WorldObjectBounds bounds)
        {
            if (TryGetCellPosition(new Vector2(bounds.X, bounds.Top), out int topLeftCol, out int topLeftRow))
            {
                yield return(new Point(topLeftCol, topLeftRow));
            }

            if (TryGetCellPosition(new Vector2(bounds.Right, bounds.Top), out int topRightCol, out int topRightRow))
            {
                yield return(new Point(topRightCol, topRightRow));
            }

            if (TryGetCellPosition(new Vector2(bounds.X, bounds.Bottom), out int bottomLeftCol, out int bottomLeftRow))
            {
                yield return(new Point(bottomLeftCol, bottomLeftRow));
            }

            if (TryGetCellPosition(new Vector2(bounds.Right, bounds.Bottom), out int bottomRightCol, out int bottomRightRow))
            {
                yield return(new Point(bottomRightCol, bottomRightRow));
            }
        }
Beispiel #4
0
 private IEnumerable <Point> GetOccupyingCells(WorldObjectBounds bounds)
 {
     return(GetBoundPointCells(bounds).Distinct());
 }
Beispiel #5
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 private IEnumerable <WorldObject> QueryCells(WorldObjectBounds bounds)
 {
     return(GetOccupyingCells(bounds).SelectMany(cell => _cells[cell.X, cell.Y].WorldObjects).Distinct());
 }
Beispiel #6
0
 public WorldObject[] QueryBounds(WorldObjectBounds bounds)
 {
     // Removing ToRectangle() does not give us accurate overlaps.
     return(QueryCells(bounds).Where(other => bounds.ToRectangle().Intersects(other.Bounds.ToRectangle())).ToArray());
 }
 public bool Intersects(WorldObjectBounds aabb2)
 {
     return(!(aabb2.Left > Right || aabb2.Right < Left || aabb2.Top > Bottom || aabb2.Bottom < Top));
 }