/// <summary> /// Detects a collision between a rectangle and a circle /// </summary> /// <param name="c"></param> /// <param name="r"></param> /// <returns></returns> public static bool Collides(BoundingCircle c, BoundingRectangle r) { float NearestX = MathHelper.Clamp(c.Center.X, r.Left, r.Right); float NearestY = MathHelper.Clamp(c.Center.Y, r.Top, r.Bottom); return(Math.Pow(c.Radius, 2) >= Math.Pow(c.Center.X - NearestX, 2) + Math.Pow(c.Center.Y - NearestY, 2)); }
/// <summary> /// Test for a collision between this and another BoundingCircle /// </summary> /// <param name="other">The other bounding Circle</param> /// <returns>true for a collision</returns> public bool CollidesWith(BoundingCircle other) { return(CollisionHelper.Collides(this, other)); }
public static bool Collides(BoundingRectangle r, BoundingCircle c) => Collides(c, r);
/// <summary> /// Detects collision between two BoundingCircles /// </summary> /// <param name="a">The first BoudningCircle</param> /// <param name="b">The second BoudningCircle</param> /// <returns></returns> public static bool Collides(BoundingCircle a, BoundingCircle b) { return(Math.Pow(a.Radius + b.Radius, 2) >= Math.Pow(a.Center.X - b.Center.X, 2) + Math.Pow(a.Center.Y - b.Center.Y, 2)); }