Esempio n. 1
0
        /// <summary>Returns the average of the closest points between 'lhs' and 'rhs'.</summary>
        public static v2 ClosestPoint(BRect lhs, BRect rhs)
        {
            v2 pt0, pt1;

            ClosestPoint(lhs, rhs, out pt0, out pt1);
            return((pt0 + pt1) * 0.5f);
        }
Esempio n. 2
0
        /// <summary>Return the closest point on 'rect' to 'pt'</summary>
        public static v2 ClosestPoint(BRect rect, v2 pt)
        {
            v2 lower = rect.Lower;
            v2 upper = rect.Upper;
            v2 closest;

            if (rect.IsWithin(pt))
            {
                // if pt.x/pt.y > rect.sizeX/rect.sizeY then the point
                // is closer to the Y edge of the rectangle
                if (Math_.Abs(pt.x * rect.SizeY) > Math_.Abs(pt.y * rect.SizeX))
                {
                    closest = new v2(pt.x, Math_.Sign(pt.y) * rect.SizeY);
                }
                else
                {
                    closest = new v2(Math_.Sign(pt.x) * rect.SizeX, pt.y);
                }
            }
            else
            {
                closest = new v2(
                    Math_.Clamp(pt.x, lower.x, upper.x),
                    Math_.Clamp(pt.y, lower.y, upper.y));
            }
            return(closest);
        }
Esempio n. 3
0
 /// <summary>
 /// Returns the closest points between 'lhs' and 'rhs'.
 /// If 'lhs' and 'rhs' overlap, returns the points of deepest penetration.</summary>
 public static void ClosestPoint(BRect lhs, BRect rhs, out v2 pt0, out v2 pt1)
 {
     pt0 = lhs.Centre;
     pt1 = rhs.Centre;
     if (rhs.Centre.x > lhs.Centre.x)
     {
         pt0.x += lhs.Radius.x; pt1.x += rhs.Radius.x;
     }
     if (rhs.Centre.x < lhs.Centre.x)
     {
         pt0.x -= lhs.Radius.x; pt1.x -= rhs.Radius.x;
     }
     if (rhs.Centre.y > lhs.Centre.y)
     {
         pt0.y += lhs.Radius.y; pt1.y += rhs.Radius.y;
     }
     if (rhs.Centre.y < lhs.Centre.y)
     {
         pt0.y -= lhs.Radius.y; pt1.y -= rhs.Radius.y;
     }
 }
Esempio n. 4
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        /// <summary>Returns the squared distance from 'point' to 'brect'</summary>
        public static float DistanceSq(v2 point, BRect brect)
        {
            float dist_sq = 0.0f;
            v2    lower   = brect.Lower;
            v2    upper   = brect.Upper;

            if (point.x < lower.x)
            {
                dist_sq += Math_.Sqr(lower.x - point.x);
            }
            else if (point.x > upper.x)
            {
                dist_sq += Math_.Sqr(point.x - upper.x);
            }
            if (point.y < lower.y)
            {
                dist_sq += Math_.Sqr(lower.y - point.y);
            }
            else if (point.y > upper.y)
            {
                dist_sq += Math_.Sqr(point.y - upper.y);
            }
            return(dist_sq);
        }
Esempio n. 5
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 /// <summary>Returns true if 'rhs' intersects with this bounding rectangle</summary>
 public static bool IsIntersection(BRect lhs, BRect rhs)
 {
     return
         (Math.Abs(lhs.m_centre.x - rhs.m_centre.x) <= (lhs.m_radius.x + rhs.m_radius.x) &&
          Math.Abs(lhs.m_centre.y - rhs.m_centre.y) <= (lhs.m_radius.y + rhs.m_radius.y));
 }
Esempio n. 6
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 /// <summary>Returns true if 'brect' is within this bounding rectangle (within 'tol'erance)</summary>
 public bool IsWithin(BRect bbox, float tol = 0f)
 {
     return
         (Math.Abs(bbox.m_centre.x - m_centre.x) <= (m_radius.x - bbox.m_radius.x + tol) &&
          Math.Abs(bbox.m_centre.y - m_centre.y) <= (m_radius.y - bbox.m_radius.y + tol));
 }