Esempio n. 1
0
        // Given point p, return point q on (or in) OBB b, closest to p
        Vector2 ClosestPtPointOBB(Vector2 point, SimpleActor.OBB box)
        {
            Vector2 d = point - box._center;
            // Start result at center of box; make steps from there
            Vector2 closestOnBox = box._center;

            // For each OBB axis...
            for (int i = 0; i < 2; i++)
            {
                // ...project d onto that axis to get the distance
                // along the axis of d from the box center
                float dist = (Vector3.Project(d, box._local_axes[i])).magnitude;
                // If distance farther than the box extents, clamp to the box
                if (dist > box._extents[i])
                {
                    dist = box._extents[i];
                }
                if (dist < -box._extents[i])
                {
                    dist = -box._extents[i];
                }
                // Step that distance along the axis to get world coordinate
                closestOnBox += dist * box._local_axes[i];
            }

            return(closestOnBox);
        }
Esempio n. 2
0
        //Returns true if sphere s intersects OBB b, false otherwise.
        //The point p on the OBB closest to the sphere center is also returned
        bool TestCircleOBB(CircleObstacle obstacle, SimpleActor.OBB box, out Vector2 closestPoint)
        {
            // Find point p on OBB closest to sphere center
            closestPoint = ClosestPtPointOBB(obstacle.Center, box);

            // Sphere and OBB intersect if the (squared) distance from sphere
            // center to point p is less than the (squared) sphere radius
            Vector2 v = closestPoint - obstacle.Center;

            return(v.sqrMagnitude <= obstacle.Radius * obstacle.Radius);
        }