public static bool Intersect(Bounding.Cylinder a, Vector3 b, out object intersection) // CylHeight implemented { if (!Intersect(a, Math.ToVector2(b), out intersection)) { return(false); } intersection = null; float z1 = a.Position.Z; float z2 = b.Z; return(z2 >= z1 && z2 <= (z1 + a.Height)); }
public static RSpatialRelation Relation(BoundingBox a, Bounding.Cylinder b) { // NOTE: Not tested thoroughly! /* * This all is based on finding the intersections between the axises of the box * */ float m, n; float boxMinZ = a.Minimum.Z; float boxMaxZ = a.Maximum.Z; float cylMinZ = b.Position.Z; float cylMaxZ = cylMinZ + b.Height; RSpatialRelation verticalRelation = Relation1DLines(boxMinZ, boxMaxZ, cylMinZ, cylMaxZ); if (verticalRelation == RSpatialRelation.Outside) { return(RSpatialRelation.Outside); } // from this point on we know that the cylinder at least intersects the box on the vertical axis //X Axis, first find intersections CylP x1 = CylP.NotIntersecting; if (Math.CircleXAxisIntersection(b.Position, b.Radius, a.Minimum.Y, out m, out n)) { if (m > a.Maximum.X || n < a.Minimum.X) { x1 = CylP.Outside; } else if (m < a.Minimum.X && n > a.Maximum.X) { x1 = CylP.AInsideB; } else { return(RSpatialRelation.Intersect); } } CylP x2 = CylP.NotIntersecting; if (Math.CircleXAxisIntersection(b.Position, b.Radius, a.Maximum.Y, out m, out n)) { if (m > a.Maximum.X || n < a.Minimum.X) { x2 = CylP.Outside; } else if (m < a.Minimum.X && n > a.Maximum.X) { x2 = CylP.AInsideB; } else { return(RSpatialRelation.Intersect); } } //Y Axis, first find intersections CylP y1 = CylP.NotIntersecting; if (Math.CircleYAxisIntersection(b.Position, b.Radius, a.Minimum.X, out m, out n)) { if (m > a.Maximum.Y || n < a.Minimum.Y) { y1 = CylP.Outside; } else if (m < a.Minimum.Y && n > a.Maximum.Y) { y1 = CylP.AInsideB; } else { return(RSpatialRelation.Intersect); } } CylP y2 = CylP.NotIntersecting; if (Math.CircleYAxisIntersection(b.Position, b.Radius, a.Maximum.X, out m, out n)) { if (m > a.Maximum.Y || n < a.Minimum.Y) { y2 = CylP.Outside; } else if (m < a.Minimum.Y && n > a.Maximum.Y) { y2 = CylP.AInsideB; } else { return(RSpatialRelation.Intersect); } } if (x1 == CylP.AInsideB && x2 == CylP.AInsideB && y1 == CylP.AInsideB && y2 == CylP.AInsideB) { if (verticalRelation == RSpatialRelation.AInsideB) { return(RSpatialRelation.AInsideB); } return(RSpatialRelation.Intersect); } //var horizontalRelation = RectCircleRelation(new RectangleF(new PointF(a.Minimum.X, a.Minimum.Y), new SizeF(a.Maximum.X - a.Minimum.X, a.Maximum.Y - a.Minimum.Y)), b); //if (horizontalRelation == RSpatialRelation.Outside) // return RSpatialRelation.Outside; //else if (horizontalRelation == verticalRelation) // return horizontalRelation; //else // return RSpatialRelation.Intersect; if (x1 == CylP.NotIntersecting && x2 == CylP.NotIntersecting && y1 == CylP.NotIntersecting && y2 == CylP.NotIntersecting && Intersection.Intersect(a, Math.ToVector2(b.Position))) { if (verticalRelation == RSpatialRelation.BInsideA) { return(RSpatialRelation.BInsideA); } return(RSpatialRelation.Intersect); } else { return(RSpatialRelation.Outside); } #if false //We start by checking if the circle is so large it covers the whole rectangle bool intersects = false, ainsideb = true; if (p.CullPoint(position.X, position.Y) == ECull.Intersect) { intersects = true; } else { ainsideb = false; } if (p.CullPoint(position.X + size.X, position.Y) == ECull.Intersect) { intersects = true; } else { ainsideb = false; } if (p.CullPoint(position.X, position.Y + size.Y) == ECull.Intersect) { intersects = true; } else { ainsideb = false; } if (p.CullPoint(position.X + size.X, position.Y + size.Y) == ECull.Intersect) { intersects = true; } else { ainsideb = false; } if (ainsideb) { return(RSpatialRelation.AInsideB); } if (intersects) { return(RSpatialRelation.Intersect); } //The find the point on the circle which is closest to the center of the rectangle Vector3 k = center - p.Position; if (k.LengthSquared() == 0) { k.X = 1; } Vector3 d = Vector3.Normalize(k) * p.Radius; Vector3 a = p.Position + d; //And check if it is outside the rectangle if (CullPoint(a.X, a.Y) == ECull.Outside) { return(RSpatialRelation.Outside); } //The we take the point furthest away from the center Vector3 b = p.Position - d; if (CullPoint(b.X, b.Y) == ECull.Outside) { return(RSpatialRelation.Intersect); } return(RSpatialRelation.BInsideA); #endif }
private static RSpatialRelation RectCircleRelation(RectangleF a, Bounding.Cylinder b) { float m, n; //X Axis, first find intersections CylP x1 = CylP.NotIntersecting; if (Math.CircleXAxisIntersection(b.Position, b.Radius, a.Y, out m, out n)) { if (m > a.X + a.Width || n < a.X) { x1 = CylP.Outside; } else if (m < a.X && n > a.X + a.Width) { x1 = CylP.AInsideB; } else { return(RSpatialRelation.Intersect); } } CylP x2 = CylP.NotIntersecting; if (Math.CircleXAxisIntersection(b.Position, b.Radius, a.Y + a.Height, out m, out n)) { if (m > a.X + a.Height || n < a.X) { x2 = CylP.Outside; } else if (m < a.X && n > a.X + a.Height) { x2 = CylP.AInsideB; } else { return(RSpatialRelation.Intersect); } } //Y Axis, first find intersections CylP y1 = CylP.NotIntersecting; if (Math.CircleYAxisIntersection(b.Position, b.Radius, a.X, out m, out n)) { if (m > a.Y + a.Height || n < a.Y) { y1 = CylP.Outside; } else if (m < a.Y && n > a.Y + a.Height) { y1 = CylP.AInsideB; } else { return(RSpatialRelation.Intersect); } } CylP y2 = CylP.NotIntersecting; if (Math.CircleYAxisIntersection(b.Position, b.Radius, a.X + a.Width, out m, out n)) { if (m > a.Y + a.Height || n < a.Y) { y2 = CylP.Outside; } else if (m < a.Y && n > a.Y + a.Height) { y2 = CylP.AInsideB; } else { return(RSpatialRelation.Intersect); } } if (x1 == CylP.AInsideB && x2 == CylP.AInsideB && y1 == CylP.AInsideB && y2 == CylP.AInsideB) { return(RSpatialRelation.AInsideB); } if (x1 == CylP.NotIntersecting && x2 == CylP.NotIntersecting && y1 == CylP.NotIntersecting && y2 == CylP.NotIntersecting && Intersection.Intersect(a, Math.ToVector2(b.Position))) { return(RSpatialRelation.BInsideA); } else { return(RSpatialRelation.Outside); } }