public void LineRectangleOverlap() { var line = new Line(new Position2D(-4, -4), new Position2D(4, 4)); var transformA = Transform2D.DefaultTransform; var square = new MoonTools.Core.Bonk.Rectangle(-1, -1, 1, 1); var transformB = Transform2D.DefaultTransform; var(result, simplex) = NarrowPhase.FindCollisionSimplex(line, transformA, square, transformB); result.Should().BeTrue(); var intersection = NarrowPhase.Intersect(line, transformA, square, transformB, simplex); var movedTransform = new Transform2D(transformA.Position - (intersection * 1.01f)); // move a tiny bit past NarrowPhase.TestCollision(line, movedTransform, square, transformB).Should().BeFalse(); }
public void RectangleOverlap() { var squareA = new MoonTools.Core.Bonk.Rectangle(-1, -1, 1, 1); var transformA = Transform2D.DefaultTransform; var squareB = new MoonTools.Core.Bonk.Rectangle(-1, -1, 1, 1); var transformB = new Transform2D(new Vector2(1.5f, 0)); var(result, simplex) = NarrowPhase.FindCollisionSimplex(squareA, transformA, squareB, transformB); result.Should().BeTrue(); var intersection = NarrowPhase.Intersect(squareA, transformA, squareB, transformB, simplex); intersection.X.Should().Be(1f); intersection.Y.Should().Be(0); var movedTransform = new Transform2D(transformA.Position - (intersection * 1.01f)); // move a tiny bit past NarrowPhase.TestCollision(squareA, movedTransform, squareB, transformB).Should().BeFalse(); }
public void CircleOverlap() { var circleA = new Circle(2); var transformA = Transform2D.DefaultTransform; var circleB = new Circle(1); var transformB = new Transform2D(new Vector2(1, 1)); var(result, simplex) = NarrowPhase.FindCollisionSimplex(circleA, transformA, circleB, transformB); result.Should().BeTrue(); var intersection = NarrowPhase.Intersect(circleA, transformA, circleB, transformB, simplex); var ix = (circleA.Radius * (float)Math.Cos(Math.PI / 4)) - ((circleB.Radius * (float)Math.Cos(5 * Math.PI / 4)) + transformB.Position.X); var iy = (circleA.Radius * (float)Math.Sin(Math.PI / 4)) - ((circleB.Radius * (float)Math.Sin(5 * Math.PI / 4)) + transformB.Position.Y); intersection.X.Should().BeApproximately(ix, 0.01f); intersection.Y.Should().BeApproximately(iy, 0.01f); var movedTransform = new Transform2D(transformA.Position - (intersection * 1.01f)); // move a tiny bit past NarrowPhase.TestCollision(circleA, movedTransform, circleB, transformB).Should().BeFalse(); }