コード例 #1
0
ファイル: AABB.cs プロジェクト: hvp/Gemgine
 public AABB(AABB Other)
 {
     this.X = Other.X;
     this.Y = Other.Y;
     this.Width = Other.Width;
     this.Height = Other.Height;
 }
コード例 #2
0
ファイル: AABB.cs プロジェクト: hvp/Gemgine
 public static bool Inside(ref AABB A, ref Vector2 B)
 {
     if (B.X < A.X) return false;
     if (B.X >= A.X + A.Width) return false;
     if (B.Y < A.Y) return false;
     if (B.Y >= A.Y + A.Height) return false;
     return true;
 }
コード例 #3
0
ファイル: Intersection.cs プロジェクト: Blecki/CCDC
 public static bool FuzzySegmentWithAABB(float Fuzz, Vector2 P0, Vector2 P1, AABB AABB)
 {
     AABB.X += Fuzz;
     AABB.Y += Fuzz;
     AABB.Width -= 2 * Fuzz;
     AABB.Height -= 2 * Fuzz;
     return SegmentWithAABB(P0, P1, AABB);
 }
コード例 #4
0
ファイル: Intersection.cs プロジェクト: Blecki/CCDC
        public static bool CircleWithAABB(Circle circle, AABB aabb)
        {
            var circleDistance = new Vector2(
                System.Math.Abs(circle.position.X - aabb.Center.X),
                System.Math.Abs(circle.position.Y - aabb.Center.Y));

            if (circleDistance.X > (aabb.Width / 2 + circle.radius)) return false;
            if (circleDistance.Y > (aabb.Height / 2 + circle.radius)) return false;

            if (circleDistance.X <= (aabb.Width / 2)) return true;
            if (circleDistance.Y <= (aabb.Height / 2)) return true;

            var  cornerDistance_sq =
                (circleDistance.X - aabb.Width / 2) * (circleDistance.X - aabb.Width / 2) +
                                 (circleDistance.Y - aabb.Height / 2) * (circleDistance.Y - aabb.Height / 2);

            return (cornerDistance_sq <= (circle.radius * circle.radius));
        }
コード例 #5
0
ファイル: AABB.cs プロジェクト: hvp/Gemgine
 public static bool Intersect(AABB A, AABB B)
 {
     if (B.X + B.Width < A.X) return false;
     if (B.X > A.X + A.Width) return false;
     if (B.Y + B.Height < A.Y) return false;
     if (B.Y > A.Y + A.Height) return false;
     return true;
 }
コード例 #6
0
ファイル: Intersection.cs プロジェクト: Blecki/CCDC
        public static bool SegmentWithAABB(Vector2 P0, Vector2 P1, AABB AABB)
        {
            Vector2[] P = new Vector2[4];
            P[0] = new Vector2(AABB.X, AABB.Y);
            P[1] = new Vector2(AABB.X + AABB.Width + 1, AABB.Y);
            P[2] = new Vector2(AABB.X + AABB.Width + 1, AABB.Y + AABB.Height + 1);
            P[3] = new Vector2(AABB.X, AABB.Y + AABB.Height + 1);

                Vector2 B = P1;
                Vector2 A = P0;

                Vector2 Edge = B - A;
                Vector2 Normal = new Vector2(-Edge.Y, Edge.X);

                float dotMin1, dotMax1, dotMin2, dotMax2;

                dotMin1 = dotMax1 = Vector2.Dot(Normal, P0);

                float dot = Vector2.Dot(Normal, P1);
                if (dot < dotMin1) dotMin1 = dot;
                if (dot > dotMax1) dotMax1 = dot;

                dotMin2 = dotMax2 = Vector2.Dot(Normal, P[0]);
                for (int i = 1; i < 4; ++i)
                {
                    dot = Vector2.Dot(Normal, P[i]);
                    if (dot < dotMin2) dotMin2 = dot;
                    if (dot > dotMax2) dotMax2 = dot;
                }

                if (dotMax1 <= dotMin2 || dotMin1 > dotMax2) return false;

            for (int v = 0; v < 4; ++v)
            {
                B = P[v];
                A = P[v == 0 ? 3 : v - 1];

                Edge = B - A;
                Normal = new Vector2(-Edge.Y, Edge.X);

                //float dotMin1, dotMax1, dotMin2, dotMax2;

                dotMin1 = dotMax1 = Vector2.Dot(Normal, P0);

                    dot = Vector2.Dot(Normal, P1);
                    if (dot < dotMin1) dotMin1 = dot;
                    if (dot > dotMax1) dotMax1 = dot;

                dotMin2 = dotMax2 = Vector2.Dot(Normal, P[0]);
                for (int i = 1; i < 4; ++i)
                {
                    dot = Vector2.Dot(Normal, P[i]);
                    if (dot < dotMin2) dotMin2 = dot;
                    if (dot > dotMax2) dotMax2 = dot;
                }

                if (dotMax1 <= dotMin2 || dotMin1 > dotMax2) return false;
            }

            return true;
        }
コード例 #7
0
ファイル: Intersection.cs プロジェクト: Blecki/CCDC
        public static bool PolygonWithAABB(List<Vector2> points, AABB AABB)
        {
            Vector2[] P = new Vector2[4];
            P[0] = new Vector2(AABB.X, AABB.Y);
            P[1] = new Vector2(AABB.X + AABB.Width + 1, AABB.Y);
            P[2] = new Vector2(AABB.X + AABB.Width + 1, AABB.Y + AABB.Height + 1);
            P[3] = new Vector2(AABB.X, AABB.Y + AABB.Height + 1);

            for (int v = 0; v < points.Count; ++v)
            {
                Vector2 B = points[v];
                Vector2 A = points[v == 0 ? points.Count - 1 : v - 1];

                Vector2 Edge = B - A;
                Vector2 Normal = new Vector2(-Edge.Y, Edge.X);

                float dotMin1, dotMax1, dotMin2, dotMax2;

                dotMin1 = dotMax1 = Vector2.Dot(Normal, points[0]);
                for (int i = 1; i < points.Count; ++i)
                {
                    float dot = Vector2.Dot(Normal, points[i]);
                    if (dot < dotMin1) dotMin1 = dot;
                    if (dot > dotMax1) dotMax1 = dot;
                }

                dotMin2 = dotMax2 = Vector2.Dot(Normal, P[0]);
                for (int i = 1; i < 4; ++i)
                {
                    float dot = Vector2.Dot(Normal, P[i]);
                    if (dot < dotMin2) dotMin2 = dot;
                    if (dot > dotMax2) dotMax2 = dot;
                }

                if (dotMax1 <= dotMin2 || dotMin1 > dotMax2) return false;
            }

            for (int v = 0; v < 4; ++v)
            {
                Vector2 B = P[v];
                Vector2 A = P[v == 0 ? 3 : v - 1];

                Vector2 Edge = B - A;
                Vector2 Normal = new Vector2(-Edge.Y, Edge.X);

                float dotMin1, dotMax1, dotMin2, dotMax2;

                dotMin1 = dotMax1 = Vector2.Dot(Normal, points[0]);
                for (int i = 1; i < points.Count; ++i)
                {
                    float dot = Vector2.Dot(Normal, points[i]);
                    if (dot < dotMin1) dotMin1 = dot;
                    if (dot > dotMax1) dotMax1 = dot;
                }

                dotMin2 = dotMax2 = Vector2.Dot(Normal, P[0]);
                for (int i = 1; i < 4; ++i)
                {
                    float dot = Vector2.Dot(Normal, P[i]);
                    if (dot < dotMin2) dotMin2 = dot;
                    if (dot > dotMax2) dotMax2 = dot;
                }

                if (dotMax1 <= dotMin2 || dotMin1 > dotMax2) return false;
            }

            return true;
        }