Exemple #1
0
    public static bool CheckOverlap(Bounds a, Bounds b, float minOverlap = 0)
    {
        Interval a_x = new Interval(a.min.x, a.max.x);
        Interval a_y = new Interval(a.min.y, a.max.y);
        Interval a_z = new Interval(a.min.z, a.max.z);

        Interval b_x = new Interval(b.min.x, b.max.x);
        Interval b_y = new Interval(b.min.y, b.max.y);
        Interval b_z = new Interval(b.min.z, b.max.z);

        if (!Interval.CheckOverlap(a_x, b_x, minOverlap))
        {
            return(false);
        }
        if (!Interval.CheckOverlap(a_y, b_y, minOverlap))
        {
            return(false);
        }
        if (!Interval.CheckOverlap(a_z, b_z, minOverlap))
        {
            return(false);
        }

        return(true);
    }
Exemple #2
0
    //If touching, returns unit vector pointing from A towards B
    //else returns 0,0,0
    public static Vector3 CheckRoomTouch(Bounds a, Bounds b, float minOverlap)
    {
        Interval a_x = new Interval(a.min.x, a.max.x);
        Interval a_y = new Interval(a.min.y, a.max.y);
        Interval a_z = new Interval(a.min.z, a.max.z);

        Interval b_x = new Interval(b.min.x, b.max.x);
        Interval b_y = new Interval(b.min.y, b.max.y);
        Interval b_z = new Interval(b.min.z, b.max.z);

        int roomTouchX = Interval.CheckTouching(a_x, b_x);
        int roomTouchY = Interval.CheckTouching(a_y, b_y);
        int roomTouchZ = Interval.CheckTouching(a_z, b_z);

        bool roomOverlapX = Interval.CheckOverlap(a_x, b_x, minOverlap);
        bool roomOverlapY = Interval.CheckOverlap(a_y, b_y, minOverlap);
        bool roomOverlapZ = Interval.CheckOverlap(a_z, b_z, minOverlap);

        //-.-- -.-- --..
        if (roomOverlapX && roomOverlapY)
        {
            return(Vector3.forward * roomTouchZ);
        }
        if (roomOverlapZ && roomOverlapY)
        {
            return(Vector3.right * roomTouchX);
        }
        if (roomOverlapX && roomOverlapZ)
        {
            return(Vector3.up * roomTouchY);
        }

        return(Vector3.zero);
    }
Exemple #3
0
            public bool CheckOverlap(Interval interval, int threshold)
            {
                if (interval.m_End <= m_Start)
                {
                    if (m_L == null)
                    {
                        return(true);
                    }
                    else if (m_L.m_End <= interval.m_Start)
                    {
                        return(true);
                    }
                    else
                    {
                        return(m_L.CheckOverlap(interval, threshold));
                    }
                }
                else if (m_End <= interval.m_Start)
                {
                    if (m_R == null)
                    {
                        return(true);
                    }
                    else if (interval.m_End <= m_R.m_Start)
                    {
                        return(true);
                    }
                    else
                    {
                        return(m_R.CheckOverlap(interval, threshold));
                    }
                }
                else
                {
                    if (interval.m_Start < m_Start)
                    {
                        Interval before = new Interval(interval.m_Start, m_Start, interval.m_Count);

                        if (!CheckOverlap(before, threshold))
                        {
                            return(false);
                        }
                    }

                    if (m_End < interval.m_End)
                    {
                        Interval after = new Interval(m_End, interval.m_End, interval.m_Count);

                        if (!CheckOverlap(after, threshold))
                        {
                            return(false);
                        }
                    }

                    return(m_Count + interval.m_Count < threshold);
                }
            }
Exemple #4
0
    public static Vector3 OverlapAxes(Bounds a, Bounds b, float minOverlap = 0)
    {
        Vector3 result = Vector3.zero;

        for (int i = 0; i < 3; i++)
        {
            Interval a_ = new Interval(a.min[i], a.max[i]);
            Interval b_ = new Interval(b.min[i], b.max[i]);
            if (Interval.CheckOverlap(a_, b_, minOverlap))
            {
                result[i] = 1;
            }
        }

        return(result);
    }
Exemple #5
0
        public bool Book(int start, int end)
        {
            Interval interval = new Interval(start, end, 1);

            if (m_Interval == null)
            {
                m_Interval = interval;
            }
            else
            {
                if (!m_Interval.CheckOverlap(interval, 2))
                {
                    return(false);
                }

                m_Interval.Overlap(interval);

                m_Interval.Print(true, true);
            }

            return(true);
        }