Example #1
0
        public AABB3D Join(AABB3D b)
        {
            Vector3 position = new(Math.Min(Left, b.Left), Math.Min(Bottom, b.Bottom), Math.Min(Back, b.Back));
            Vector3 size     = new Vector3(Math.Max(Right, b.Right), Math.Max(Top, b.Top), Math.Max(Front, b.Front)) - position;

            return(new AABB3D(position, size));
        }
Example #2
0
        public AABB2D Join(AABB3D b)
        {
            Vector2 position = new(Math.Min(Left, b.Left), Math.Min(Top, b.Top));
            Vector2 size     = new Vector2(Math.Max(Right, b.Right), Math.Max(Bottom, b.Bottom)) - position;

            return(new AABB2D(position, size));
        }
Example #3
0
        public static AABB3DIntersectionResult IntersectMovingAABBToAABB(AABB3D a, Vector3 movement, AABB3D b)
        {
            LineSegment3D segment = new(a.Center, a.Center + movement);
            AABB3D        other   = b.Inflate(a.Size);

            return(IntersectLineSegmentToAABB(segment, other));
        }
Example #4
0
 public bool Intersects(AABB3D b)
 {
     return(Right > b.Left &&
            Left < b.Right &&
            Front > b.Back &&
            Back < b.Front &&
            Top > b.Bottom &&
            Bottom < b.Top);
 }
        public AABB3DIntersectionResult(Vector3 position, Vector3 movement, AABBFace face, AABB3D other)
        {
            Position = position;
            Movement = movement;
            Face     = face;
            Other    = other;

            Normal = Face switch
            {
                AABBFace.Left => - Vector3.UnitX,
                AABBFace.Right => Vector3.UnitX,
                AABBFace.Bottom => - Vector3.UnitY,
                AABBFace.Top => Vector3.UnitY,
                AABBFace.Back => - Vector3.UnitZ,
                AABBFace.Front => Vector3.UnitZ,
                _ => Vector3.One.Normalized()
            };
        }
    }
Example #6
0
        public static AABB3DIntersectionResult IntersectLineSegmentToAABB(LineSegment3D line, AABB3D box)
        {
            float   tMax      = 1;
            float   tMin      = 0;
            Vector3 direction = line.Movement;

            for (int i = 0; i < 3; i++)
            {
                if (Math.Abs(direction[i]) < float.Epsilon)
                {
                    if (line.Start[i] <= box.Min[i] || line.Start[i] >= box.Max[i])
                    {
                        return(default);