/// <summary> /// Determines the mtv along axis to move rect at pos1 to prevent intersection with poly at pos2 /// </summary> /// <param name="rect">Rectangle</param> /// <param name="poly">polygon</param> /// <param name="pos1">Origin of rectangle</param> /// <param name="pos2">Origin of polygon</param> /// <param name="rot2">Rotation of the polygon in radians</param> /// <param name="axis">Axis to check</param> /// <returns>Number if rect intersects poly along axis, null otherwise</returns> public static float?IntersectMTVAlongAxis(Rect2 rect, Polygon2 poly, Vector2 pos1, Vector2 pos2, Rotation2 rot2, Vector2 axis) { var proj1 = Rect2.ProjectAlongAxis(rect, pos1, axis); var proj2 = Polygon2.ProjectAlongAxis(poly, pos2, rot2, axis); return(AxisAlignedLine2.IntersectMTV(proj1, proj2)); }
/// <summary> /// Determines if the specified polygon and rectangle where poly is at pos1 and rect is at pos2 intersect /// along the specified axis. /// </summary> /// <param name="poly">polygon</param> /// <param name="rect">Rectangle</param> /// <param name="pos1">Origin of polygon</param> /// <param name="pos2">Origin of rectangle</param> /// <param name="rot1">Rotation of the polygon.</param> /// <param name="strict">If overlap is required for intersection</param> /// <param name="axis">Axis to check</param> /// <returns>If poly at pos1 intersects rect at pos2 along axis</returns> public static bool IntersectsAlongAxis(Polygon2 poly, Rect2 rect, Vector2 pos1, Vector2 pos2, Rotation2 rot1, bool strict, Vector2 axis) { var proj1 = Polygon2.ProjectAlongAxis(poly, pos1, rot1, axis); var proj2 = Rect2.ProjectAlongAxis(rect, pos2, axis); return(AxisAlignedLine2.Intersects(proj1, proj2, strict)); }
/// <summary> /// Determines the minimum translation vector to be applied to the circle to /// prevent overlap with the rectangle, when they are at their given positions. /// </summary> /// <param name="circle">The circle</param> /// <param name="rect">The rectangle</param> /// <param name="pos1">The top-left of the circles bounding box</param> /// <param name="pos2">The rectangles origin</param> /// <returns>MTV for circle at pos1 to prevent overlap with rect at pos2</returns> public static Tuple <Vector2, float> IntersectMTV(Circle2 circle, Rect2 rect, Vector2 pos1, Vector2 pos2) { // Same as polygon rect, just converted to rects points HashSet <Vector2> checkedAxis = new HashSet <Vector2>(); Vector2 bestAxis = Vector2.Zero; float shortestOverlap = float.MaxValue; Func <Vector2, bool> checkAxis = (axis) => { var standard = Math2.MakeStandardNormal(axis); if (!checkedAxis.Contains(standard)) { checkedAxis.Add(standard); var circleProj = Circle2.ProjectAlongAxis(circle, pos1, axis); var rectProj = Rect2.ProjectAlongAxis(rect, pos2, axis); var mtv = AxisAlignedLine2.IntersectMTV(circleProj, rectProj); if (!mtv.HasValue) { return(false); } if (Math.Abs(mtv.Value) < Math.Abs(shortestOverlap)) { bestAxis = axis; shortestOverlap = mtv.Value; } } return(true); }; var circleCenter = new Vector2(pos1.X + circle.Radius, pos1.Y + circle.Radius); int last = 4; var lastVec = rect.UpperRight + pos2; for (int curr = 0; curr < 4; curr++) { Vector2 currVec = Vector2.Zero; switch (curr) { case 0: currVec = rect.Min + pos2; break; case 1: currVec = rect.LowerLeft + pos2; break; case 2: currVec = rect.Max + pos2; break; case 3: currVec = rect.UpperRight + pos2; break; } // Test along circle center -> vector if (!checkAxis(Vector2.Normalize(currVec - circleCenter))) { return(null); } // Test along line normal if (!checkAxis(Vector2.Normalize(Math2.Perpendicular(currVec - lastVec)))) { return(null); } last = curr; lastVec = currVec; } return(Tuple.Create(bestAxis, shortestOverlap)); }