/// <summary> /// Determines whether this <see cref="Segment2" /> intersects with the specified <see cref="BoundingRectangle" />. /// </summary> /// <param name="boundingRectangle">The bounding box.</param> /// <param name="intersectionPoint"> /// When this method returns, contains the <see cref="Point2" /> of intersection, if an /// intersection was found; otherwise, the <see cref="Point2.NaN" />. This parameter is passed uninitialized. /// </param> /// <returns> /// <c>true</c> if this <see cref="Segment2" /> intersects with <paramref name="boundingRectangle" />; otherwise, /// <c>false</c>. /// </returns> public bool Intersects(BoundingRectangle boundingRectangle, out Point2 intersectionPoint) { // Real-Time Collision Detection, Christer Ericson, 2005. Chapter 5.3; Basic Primitive Tests - Intersecting Lines, Rays, and (Directed Segments). pg 179-181 var minimumPoint = boundingRectangle.Center - boundingRectangle.HalfExtents; var maximumPoint = boundingRectangle.Center + boundingRectangle.HalfExtents; var minimumDistance = float.MinValue; var maximumDistance = float.MaxValue; var direction = End - Start; if ( !PrimitivesHelper.IntersectsSlab(Start.X, direction.X, minimumPoint.X, maximumPoint.X, ref minimumDistance, ref maximumDistance)) { intersectionPoint = Point2.NaN; return(false); } if ( !PrimitivesHelper.IntersectsSlab(Start.Y, direction.Y, minimumPoint.Y, maximumPoint.Y, ref minimumDistance, ref maximumDistance)) { intersectionPoint = Point2.NaN; return(false); } // Segment intersects the 2 slabs. if (minimumDistance <= 0) { intersectionPoint = Start; } else { intersectionPoint = minimumDistance * direction; intersectionPoint.X += Start.X; intersectionPoint.Y += Start.Y; } return(true); }
/// <summary> /// Determines whether this <see cref="Segment2" /> intersects with the specified <see cref="BoundingRectangle" />. /// </summary> /// <param name="rectangle">The bounding box.</param> /// <param name="intersectionPoint"> /// When this method returns, contains the <see cref="PointF" /> of intersection, if an /// intersection was found; otherwise, the <see cref="PointF.NaN" />. This parameter is passed uninitialized. /// </param> /// <returns> /// <c>true</c> if this <see cref="Segment2" /> intersects with <paramref name="rectangle" />; otherwise, /// <c>false</c>. /// </returns> public bool Intersects(RectangleF rectangle, out PointF intersectionPoint) { // Real-Time Collision Detection, Christer Ericson, 2005. Chapter 5.3; Basic Primitive Tests - Intersecting Lines, Rays, and (Directed Segments). pg 179-181 PointF minimumPoint = rectangle.TopLeft; PointF maximumPoint = rectangle.BottomRight; float minimumDistance = float.MinValue; float maximumDistance = float.MaxValue; var direction = End - Start; if (!PrimitivesHelper.IntersectsSlab( Start.X, direction.X, minimumPoint.X, maximumPoint.X, ref minimumDistance, ref maximumDistance)) { intersectionPoint = PointF.NaN; return(false); } if (!PrimitivesHelper.IntersectsSlab( Start.Y, direction.Y, minimumPoint.Y, maximumPoint.Y, ref minimumDistance, ref maximumDistance)) { intersectionPoint = PointF.NaN; return(false); } // Segment intersects the 2 slabs. if (minimumDistance <= 0) { intersectionPoint = Start; } else { intersectionPoint = minimumDistance * direction; intersectionPoint.X += Start.X; intersectionPoint.Y += Start.Y; } return(true); }
/// <summary> /// Determines whether this <see cref="Ray2D" /> intersects with a specified <see cref="BoundingRectangle" />. /// </summary> /// <param name="boundingRectangle">The bounding rectangle.</param> /// <param name="rayNearDistance"> /// When this method returns, contains the distance along the ray to the first intersection /// point with the <paramref name="boundingRectangle" />, if an intersection was found; otherwise, /// <see cref="float.NaN" />. /// This parameter is passed uninitialized. /// </param> /// <param name="rayFarDistance"> /// When this method returns, contains the distance along the ray to the second intersection /// point with the <paramref name="boundingRectangle" />, if an intersection was found; otherwise, /// <see cref="float.NaN" />. /// This parameter is passed uninitialized. /// </param> /// <returns> /// <c>true</c> if this <see cref="Ray2D" /> intersects with <paramref name="boundingRectangle" />; otherwise, /// <c>false</c>. /// </returns> public bool Intersects(BoundingRectangle boundingRectangle, out float rayNearDistance, out float rayFarDistance) { // Real-Time Collision Detection, Christer Ericson, 2005. Chapter 5.3; Basic Primitive Tests - Intersecting Lines, Rays, and (Directed Segments). pg 179-181 var minimum = boundingRectangle.Center - boundingRectangle.HalfExtents; var maximum = boundingRectangle.Center + boundingRectangle.HalfExtents; // Set to the smallest possible value so the algorithm can find the first hit along the ray var minimumDistanceAlongRay = float.MinValue; // Set to the maximum possible value so the algorithm can find the last hit along the ray var maximumDistanceAlongRay = float.MaxValue; // For all relevant slabs which in this case is two. // The first, horizontal, slab. if (!PrimitivesHelper.IntersectsSlab(Position.X, Direction.X, minimum.X, maximum.X, ref minimumDistanceAlongRay, ref maximumDistanceAlongRay)) { rayNearDistance = rayFarDistance = float.NaN; return(false); } // The second, vertical, slab. if (!PrimitivesHelper.IntersectsSlab(Position.Y, Direction.Y, minimum.Y, maximum.Y, ref minimumDistanceAlongRay, ref maximumDistanceAlongRay)) { rayNearDistance = rayFarDistance = float.NaN; return(false); } // Ray intersects the 2 slabs. rayNearDistance = minimumDistanceAlongRay < 0 ? 0 : minimumDistanceAlongRay; rayFarDistance = maximumDistanceAlongRay; return(true); }