Example #1
0
        public BBAA Intersect(BBAA o) {
            // validate intersection
            //if (!Overlaps(o)) return new BBAA(v2f(0, 0), v2f(0, 0));

            bool lapX = true, lapY = true;
            float ox = 0, dx = 0;
            if (o.UL.X >= UL.X && o.LR.X <= LR.X) {
                // we're outside
                ox = o.UL.X;
                dx = o.LR.X - o.UL.X;
            } else if (UL.X >= o.UL.X && LR.X <= o.LR.X) {
                // we're inside
                ox = UL.X;
                dx = LR.X - UL.X;
            } else if (LR.X > o.UL.X && LR.X < o.LR.X) {
                // we're overlapping from the left
                ox = o.UL.X;
                dx = LR.X - o.UL.X;
            } else if (UL.X < o.LR.X && UL.X > o.UL.X) {
                // we're overlapping from the right
                ox = UL.X;
                dx = o.LR.X - UL.X;
            } else {
                lapX = false;
            }

            float oy = 0, dy = 0;
            if (o.UL.Y >= UL.Y && o.LR.Y <= LR.Y) {
                // we're outside
                oy = o.UL.Y;
                dy = o.LR.Y - o.UL.Y;
            } else if (UL.Y >= o.UL.Y && LR.Y <= o.LR.Y) {
                // we're inside
                oy = UL.Y;
                dy = LR.Y - UL.Y;
            } else if (LR.Y > o.UL.Y && LR.Y < o.LR.Y) {
                // we're overlapping from above
                oy = o.UL.Y;
                dy = LR.Y - o.UL.Y;
            } else if (UL.Y < o.LR.Y && UL.Y > o.UL.Y) {
                // we're overlapping from below
                oy = UL.Y;
                dy = o.LR.Y - UL.Y;
            } else {
                lapY = false;
            }

            if (lapX && lapY) return new BBAA(v2f(ox, oy), v2f(ox + dx, oy + dy)).Check();
            else return new BBAA(v2f(0, 0), v2f(0, 0));
        }
Example #2
0
File: Game.cs Project: tilpner/hp
 public Player(Assets assets) {
     Box = new BBAA(v2f(0, 0), v2f(0.8F, 0.8F));
     anim = assets.Animation("cat");
     anim.Scale = Box.Size;
 }
Example #3
0
File: Game.cs Project: tilpner/hp
        public BBAA ResolveCollision(BBAA o, out CollidedWith flags) {
            flags = 0;
            o.Check();
            // mutation of a BBAA without explicit copy is acceptable, it's a struct.
            // iterate tiles that overlap with "o"

            // TODO: Check less tiles. s/2/1/ or s/2/0/ might do.
            int ULy = (int)(o.UL.Y - 2).Clamp(0, Height);
            int ULx = (int)(o.UL.X - 2).Clamp(0, Width);
            int LRy = (int)(o.LR.Y + 2).Clamp(0, Height);
            int LRx = (int)(o.LR.X + 2).Clamp(0, Width);
            
            for (int y = ULy; y < LRy; y++) {
                for (int x = ULx; x < LRx; x++) {
                    
                    var tile = this[x, y];
                    if (tile.Type != null && tile.Type.Collider) {
                        // TODO: less checks
                        var intersection = o.Check().Intersect(new BBAA(v2f(x, y), v2f(x + 1, y + 1))).Check();
                        Vector2f iSize = intersection.Size, oSize = o.Size;
                        Vector2f iCenter = intersection.Center, oCenter = o.Center;

                        if (iSize.Len() > 0) {
                            // only respond to force on the shallow axis
                            if (iSize.X < iSize.Y) {
                                if (iCenter.X < oCenter.X) {
                                    flags |= CollidedWith.Left;
                                    o.Position = v2f(intersection.LR.X, o.UL.Y);
                                } else {
                                    flags |= CollidedWith.Right;
                                    o.Position = v2f(intersection.UL.X - o.Size.X, o.UL.Y);
                                }
                            } else {
                                if (iCenter.Y < oCenter.Y) {
                                    flags |= CollidedWith.Top;
                                    o.Position = v2f(o.UL.X, intersection.LR.Y);
                                } else {
                                    flags |= CollidedWith.Bottom;
                                    o.Position = v2f(o.UL.X, intersection.UL.Y - o.Size.Y);
                                }
                            }
                        }
                    }
                }
            }

            return o;
        }
Example #4
0
 public bool Overlaps(BBAA o) {
     return Physics.BBAAOverlap(UL.X, UL.Y, LR.X - UL.X, LR.Y - UL.Y,
         o.UL.X, o.UL.Y, o.LR.X - o.UL.X, o.LR.Y - o.LR.X);
 }
Example #5
0
        public static void TestIntersect() {
            var a = new BBAA(v2f(0, 0), v2f(1, 1));
            var b = new BBAA(v2f(0.25F, 0.25F), v2f(0.75F, 0.75F));
            AssumeEq(a.Intersect(b), b.Intersect(a));

            var c = new BBAA(v2f(0.5F, 0.5F), v2f(1.5F, 1.5F));
            AssumeEq(a.Intersect(c), c.Intersect(a));
            L.I(a.Intersect(c).Size.ToString());
        }