예제 #1
0
        /// <summary>
        /// Get a list of all the edges of the Polygon as Line2 objects.
        /// </summary>
        /// <returns>A Line2 list of all edges.</returns>
        public List<Line2> GetEdgesAsLines() {
            var list = new List<Line2>();

            for (var i = 0; i < Points.Count; i++) {
                Vector2 p1 = Points[i];
                Vector2 p2 = Points[i + 1 == Points.Count ? 0 : i + 1]; // Clever!
                var line = new Line2(p1, p2);
                list.Add(line);
            }

            return list;
        }
예제 #2
0
파일: Collider.cs 프로젝트: Kotvitskiy/AoS
        /// <summary>
        /// Giant function that checks for overlaps between many different types
        /// </summary>
        /// <param name="first">The first collider to test.</param>
        /// <param name="second">The second collider to test.</param>
        /// <returns>True if overlapping something</returns>
        internal static bool OverlapTest(Collider first, Collider second)
        {
            #region Box vs Box
            if (first is BoxCollider && second is BoxCollider) {
                if (first.Right <= second.Left) return false;
                if (first.Bottom <= second.Top) return false;
                if (first.Left >= second.Right) return false;
                if (first.Top >= second.Bottom) return false;
                return true;
            }
            #endregion

            #region Box vs Circle
            else if ((first is BoxCollider && second is CircleCollider) || (first is CircleCollider && second is BoxCollider)) {
                CircleCollider circle;
                BoxCollider box;
                if (first is CircleCollider) {
                    circle = first as CircleCollider;
                    box = second as BoxCollider;
                }
                else {
                    circle = second as CircleCollider;
                    box = first as BoxCollider;
                }

                //check is c center point is in the rect
                if (Util.InRect(circle.CenterX, circle.CenterY, box.Left, box.Top, box.Width, box.Height)) {
                    return true;
                }

                //check to see if any corners are in the circle
                if (Util.DistanceRectPoint(circle.CenterX, circle.CenterY, box.Left, box.Top, box.Width, box.Height) < circle.Radius) {
                    return true;
                }

                //check to see if any lines on the box intersect the circle
                Line2 boxLine;

                boxLine = new Line2(box.Left, box.Top, box.Right, box.Top);
                if (boxLine.IntersectCircle(new Vector2(circle.CenterX, circle.CenterY), circle.Radius)) return true;

                boxLine = new Line2(box.Right, box.Top, box.Right, box.Bottom);
                if (boxLine.IntersectCircle(new Vector2(circle.CenterX, circle.CenterY), circle.Radius)) return true;

                boxLine = new Line2(box.Right, box.Bottom, box.Left, box.Bottom);
                if (boxLine.IntersectCircle(new Vector2(circle.CenterX, circle.CenterY), circle.Radius)) return true;

                boxLine = new Line2(box.Left, box.Bottom, box.Left, box.Top);
                if (boxLine.IntersectCircle(new Vector2(circle.CenterX, circle.CenterY), circle.Radius)) return true;

                return false;
            }
            #endregion

            #region Box vs Grid
            else if ((first is BoxCollider && second is GridCollider) || (first is GridCollider && second is BoxCollider)) {
                BoxCollider box;
                GridCollider grid;
                if (first is BoxCollider) {
                    box = first as BoxCollider;
                    grid = second as GridCollider;
                }
                else {
                    box = second as BoxCollider;
                    grid = first as GridCollider;
                }

                if (box.Right <= grid.Left) return false;
                if (box.Bottom <= grid.Top) return false;
                if (box.Left >= grid.Right) return false;
                if (box.Top >= grid.Bottom) return false;

                //This is a quick fix and might have to be addressed later
                if (grid.GetRect(box.Left, box.Top, box.Right - 1, box.Bottom - 1, false)) return true;
                return false;
            }
            #endregion

            #region Circle vs Circle
            else if (first is CircleCollider && second is CircleCollider) {
                CircleCollider
                    circle1 = first as CircleCollider,
                    circle2 = second as CircleCollider;
                if (Util.Distance(circle1.CenterX, circle1.CenterY, circle2.CenterX, circle2.CenterY) < circle1.Radius + circle2.Radius) {
                    return true;
                }
                return false;
            }
            #endregion

            #region Box vs Line
            else if ((first is BoxCollider && second is LineCollider) || (first is LineCollider && second is BoxCollider)) {
                BoxCollider box;
                LineCollider line;
                if (first is BoxCollider) {
                    box = first as BoxCollider;
                    line = second as LineCollider;
                }
                else {
                    box = second as BoxCollider;
                    line = first as LineCollider;
                }

                if (line.Line2.IntersectsRect(box.Left, box.Top, box.Width, box.Height)) return true;

                return false;
            }
            #endregion

            #region Line vs Line
            else if (first is LineCollider && second is LineCollider) {
                return (first as LineCollider).Line2.Intersects((second as LineCollider).Line2);
            }
            #endregion

            #region Line vs Grid
            else if ((first is LineCollider && second is GridCollider) || (first is GridCollider && second is LineCollider)) {
                //check any tiles along the line segment, somehow?
                LineCollider line;
                GridCollider grid;
                if (first is LineCollider) {
                    line = first as LineCollider;
                    grid = second as GridCollider;
                }
                else {
                    line = second as LineCollider;
                    grid = first as GridCollider;
                }

                //make a rectangle out of the line segment, check for any tiles in that rectangle

                //if there are tiles in there, loop through and check each one as a rectangle against the line
                if (grid.GetRect(line.Left, line.Top, line.Right, line.Bottom, false)) {
                    float rectX, rectY;
                    int
                        gridx = grid.GridX(line.Left),
                        gridy = grid.GridY(line.Top),
                        gridx2 = grid.GridX(line.Right),
                        gridy2 = grid.GridY(line.Bottom);

                    for (int i = gridx; i <= gridx2; i++) {
                        for (int j = gridy; j <= gridy2; j++) {
                            if (grid.GetTile(i, j)) {
                                rectX = i * grid.TileWidth + grid.Left;
                                rectY = j * grid.TileHeight + grid.Top;
                                if (Util.InRect((float)line.Line2.PointA.X, (float)line.Line2.PointA.Y, rectX, rectY, grid.TileWidth, grid.TileHeight)) {
                                    return true;
                                }
                                if (Util.InRect((float)line.Line2.PointB.X, (float)line.Line2.PointB.Y, rectX, rectY, grid.TileWidth, grid.TileHeight)) {
                                    return true;
                                }
                                if (line.Line2.IntersectsRect(rectX, rectY, grid.TileWidth, grid.TileHeight)) {
                                    return true;
                                }

                            }
                        }
                    }
                }
                return false;

            }
            #endregion

            #region Circle vs Grid
            else if ((first is CircleCollider && second is GridCollider) || (first is GridCollider && second is CircleCollider)) {
                //make a rectangle out of the circle, check for any tiles in that rectangle
                //if there are tiles, check each tile as a rectangle against the circle
                CircleCollider circle;
                GridCollider grid;
                if (first is CircleCollider) {
                    circle = first as CircleCollider;
                    grid = second as GridCollider;
                }
                else {
                    circle = second as CircleCollider;
                    grid = first as GridCollider;
                }

                int gridx, gridy, gridx2, gridy2;
                gridx = (int)(Util.SnapToGrid(circle.Left - grid.Left, grid.TileWidth) / grid.TileWidth);
                gridy = (int)(Util.SnapToGrid(circle.Top - grid.Top, grid.TileHeight) / grid.TileHeight);
                gridx2 = (int)(Util.SnapToGrid(circle.Right - grid.Left, grid.TileWidth) / grid.TileWidth);
                gridy2 = (int)(Util.SnapToGrid(circle.Bottom - grid.Top, grid.TileHeight) / grid.TileHeight);

                //if (grid.GetRect(gridx, gridy, gridx2, gridy2, false)) {
                if (grid.GetRect(circle.Left, circle.Top, circle.Right, circle.Bottom, false)) {
                    float rectX, rectY;
                    for (int i = gridx; i <= gridx2; i++) {
                        for (int j = gridy; j <= gridy2; j++) {
                            if (grid.GetTile(i, j)) {
                                rectX = (i * grid.TileWidth) + grid.Left;
                                rectY = (j * grid.TileHeight) + grid.Top;

                                //check is c center point is in the rect
                                if (Util.InRect(circle.CenterX, circle.CenterY, rectX, rectY, grid.TileWidth, grid.TileHeight)) {
                                    return true;
                                }

                                //check to see if any corners are in the circle
                                if (Util.DistanceRectPoint(circle.CenterX, circle.CenterY, rectX, rectY, grid.TileWidth, grid.TileHeight) < circle.Radius) {
                                    //return true;
                                }

                                //check to see if any lines on the box intersect the circle
                                Line2 boxLine;

                                boxLine = new Line2(rectX, rectY, rectX + grid.TileWidth, rectY);
                                if (boxLine.IntersectCircle(new Vector2(circle.CenterX, circle.CenterY), circle.Radius)) return true;

                                boxLine = new Line2(rectX + grid.TileWidth, rectY, rectX + grid.TileWidth, rectY + grid.TileHeight);
                                if (boxLine.IntersectCircle(new Vector2(circle.CenterX, circle.CenterY), circle.Radius)) return true;

                                boxLine = new Line2(rectX + grid.TileWidth, rectY + grid.TileHeight, rectX, rectY + grid.TileHeight);
                                if (boxLine.IntersectCircle(new Vector2(circle.CenterX, circle.CenterY), circle.Radius)) return true;

                                boxLine = new Line2(rectX, rectY + grid.TileHeight, rectX, rectY);
                                if (boxLine.IntersectCircle(new Vector2(circle.CenterX, circle.CenterY), circle.Radius)) return true;

                            }
                        }
                    }
                }
                return false;

            }
            #endregion

            #region Grid vs Grid
            else if (first is GridCollider && second is GridCollider) {
                //loop through one grid, check tile as rectangle in second grid?
                //first check if grids even touch with basic box test
                //then check each tile on first as a rect against second's tilemap
                //maybe optimize by looping through the smaller (area wise) tilemap

                if (!Util.IntersectRectangles(first.Left, first.Top, first.Width, first.Height, second.Left, second.Top, second.Width, second.Height)) {
                    return false;
                }

                GridCollider small, large;

                if ((first as GridCollider).TileArea < (second as GridCollider).TileArea) {
                    small = first as GridCollider;
                    large = second as GridCollider;
                }
                else {
                    small = second as GridCollider;
                    large = first as GridCollider;
                }

                for (int i = 0; i < small.TileColumns; i++) {
                    for (int j = 0; j < small.TileRows; j++) {
                        if (small.GetTile(i, j)) {
                            //check rects
                            float rectx, recty;
                            rectx = i * small.TileWidth + small.Left;
                            recty = j * small.TileHeight + small.Top;
                            if (large.GetRect(rectx, recty, rectx + small.TileWidth, recty + small.TileHeight, false)) {
                                return true;
                            }
                        }
                    }
                }

                return false;

            }
            #endregion

            #region Line vs Circle
            else if ((first is LineCollider && second is CircleCollider) || (first is CircleCollider && second is LineCollider)) {
                CircleCollider circle;
                LineCollider line;
                if (first is LineCollider) {
                    line = first as LineCollider;
                    circle = second as CircleCollider;
                }
                else {
                    line = second as LineCollider;
                    circle = first as CircleCollider;
                }

                if (line.Line2.IntersectCircle(new Vector2(circle.CenterX, circle.CenterY), circle.Radius)) {
                    return true;
                }
                return false;
            }
            #endregion

            #region Point vs Point
            else if (first is PointCollider && second is PointCollider) {
                if (first.Left != second.Left) return false;
                if (first.Top != second.Top) return false;
                return true;
            }
            #endregion

            #region Point vs Circle
            else if ((first is PointCollider && second is CircleCollider) || (first is CircleCollider && second is PointCollider)) {
                PointCollider point;
                CircleCollider circle;

                if (first is PointCollider) {
                    point = first as PointCollider;
                    circle = second as CircleCollider;
                }
                else {
                    point = second as PointCollider;
                    circle = first as CircleCollider;
                }

                if (Util.Distance(point.Left, point.Top, circle.CenterX, circle.CenterY) < circle.Radius) return true;
                return false;
            }
            #endregion

            #region Point vs Box
            else if ((first is PointCollider && second is BoxCollider) || (first is BoxCollider && second is PointCollider)) {
                PointCollider point;
                BoxCollider box;

                if (first is PointCollider) {
                    point = first as PointCollider;
                    box = second as BoxCollider;
                }
                else {
                    point = second as PointCollider;
                    box = first as BoxCollider;
                }

                if (Util.InRect(point.Left, point.Top, box.Left, box.Top, box.Width, box.Height)) return true;
                return false;
            }
            #endregion

            #region Point vs Grid
            else if ((first is PointCollider && second is GridCollider) || (first is GridCollider && second is PointCollider)) {
                PointCollider point;
                GridCollider grid;

                if (first is PointCollider) {
                    point = first as PointCollider;
                    grid = second as GridCollider;
                }
                else {
                    point = second as PointCollider;
                    grid = first as GridCollider;
                }

                int gridx, gridy;
                gridx = (int)Util.SnapToGrid(point.Left, grid.TileWidth);
                gridy = (int)Util.SnapToGrid(point.Top, grid.TileHeight);

                if (grid.GetTile(gridx, gridy)) return true;
                return false;
            }
            #endregion

            #region Point vs Line
            else if ((first is PointCollider && second is LineCollider) || (first is LineCollider && second is PointCollider)) {
                PointCollider point;
                LineCollider line;

                if (first is PointCollider) {
                    point = first as PointCollider;
                    line = second as LineCollider;
                }
                else {
                    point = second as PointCollider;
                    line = first as LineCollider;
                }

                //first take care of weird cases that might result in division by 0
                Line2 line2 = line.Line2;
                if (line2.X1 == line2.X2) {
                    if (line2.Y1 == line2.Y2) {
                        if (point.Left == line2.X1 && point.Top == line2.Y1) {
                            return true;
                        }
                    }
                    if (point.Left == line2.X1 && point.Top >= Math.Min(line2.Y1, line2.Y2) && point.Top <= Math.Max(line2.Y1, line2.Y2)) {
                        return true;
                    }
                }
                if (line2.Y1 == line2.Y2) {
                    if (point.Top == line2.Y1 && point.Left >= Math.Min(line2.X1, line2.X2) && point.Left <= Math.Max(line2.X1, line2.X2)) {
                        return true;
                    }
                }

                //if no special cases, this should work!
                if ((point.Left - line2.X1) / (line2.X2 - line2.X1) == (point.Top - line2.Y1) / (line2.Y2 - line2.Y1)) return true;
                return false;
            }
            #endregion

            #region Pixel vs Pixel
            else if ((first is PixelCollider && second is PixelCollider)) {
                //AABB test first

                var pixel1 = first as PixelCollider;
                var pixel2 = second as PixelCollider;

                if (first.Right <= second.Left) return false;
                if (first.Left >= second.Right) return false;
                if (first.Top >= second.Bottom) return false;
                if (first.Bottom <= second.Top) return false;

                //get intersecting area

                float x1 = Math.Max(first.Left, second.Left);
                float x2 = Math.Min(first.Right, second.Right);

                float y1 = Math.Max(first.Top, second.Top);
                float y2 = Math.Min(first.Bottom, second.Bottom);

                //scan both pixels and see if they collide

                var p1 = first as PixelCollider;
                var p2 = second as PixelCollider;
                for (var i = x1; i < x2; i++) {
                    for (var j = y1; j < y2; j++) {
                        var xx = (int)Math.Floor(i - first.Left);
                        var yy = (int)Math.Floor(j - first.Top);

                        if (p1.PixelAt(xx, yy)) {
                            xx = (int)Math.Floor(i - second.Left);
                            yy = (int)Math.Floor(j - second.Top);
                            if (p2.PixelAt(xx, yy)) {
                                return true;
                            }
                        }
                    }
                }

                return false;
            }
            #endregion

            #region Pixel vs Box
            else if ((first is PixelCollider && second is BoxCollider) || (first is BoxCollider && second is PixelCollider)) {
                PixelCollider pixel;
                BoxCollider box;

                if (first is PixelCollider) {
                    pixel = first as PixelCollider;
                    box = second as BoxCollider;
                }
                else {
                    pixel = second as PixelCollider;
                    box = first as BoxCollider;
                }

                //AABB test

                if (box.Right <= pixel.Left) return false;
                if (box.Left >= pixel.Right) return false;
                if (box.Top >= pixel.Bottom) return false;
                if (box.Bottom <= pixel.Top) return false;

                //get intersecting area

                float x1 = Math.Max(box.Left, pixel.Left);
                float x2 = Math.Min(box.Right, pixel.Right);

                float y1 = Math.Max(box.Top, pixel.Top);
                float y2 = Math.Min(box.Bottom, pixel.Bottom);

                //scan for pixels in area

                for (var i = x1; i < x2; i++) {
                    for (var j = y1; j < y2; j++) {
                        var xx = (int)Math.Floor(i - pixel.Left);
                        var yy = (int)Math.Floor(j - pixel.Top);

                        if (pixel.PixelAt(xx, yy)) {
                            return true;
                        }
                    }
                }

                return false;

            }
            #endregion

            #region Pixel vs Circle
            else if ((first is PixelCollider && second is CircleCollider) || (first is CircleCollider && second is PixelCollider)) {
                PixelCollider pixel;
                CircleCollider circle;

                if (first is PixelCollider) {
                    pixel = first as PixelCollider;
                    circle = second as CircleCollider;
                }
                else {
                    pixel = second as PixelCollider;
                    circle = first as CircleCollider;
                }

                //circle to rectangle collision first

                bool firstCollisionCheck = false;

                //check is c center point is in the rect
                if (Util.InRect(circle.CenterX, circle.CenterY, pixel.Left, pixel.Top, pixel.Width, pixel.Height)) {
                    firstCollisionCheck = true;
                }

                if (!firstCollisionCheck) {
                    //check to see if any corners are in the circle
                    if (Util.DistanceRectPoint(circle.CenterX, circle.CenterY, pixel.Left, pixel.Top, pixel.Width, pixel.Height) < circle.Radius) {
                        firstCollisionCheck = true;
                    }
                }

                if (!firstCollisionCheck) {
                    //check to see if any lines on the box intersect the circle
                    Line2 boxLine;

                    boxLine = new Line2(pixel.Left, pixel.Top, pixel.Right, pixel.Top);
                    if (boxLine.IntersectCircle(new Vector2(circle.CenterX, circle.CenterY), circle.Radius)) firstCollisionCheck = true;

                    if (!firstCollisionCheck) {
                        boxLine = new Line2(pixel.Right, pixel.Top, pixel.Right, pixel.Bottom);
                        if (boxLine.IntersectCircle(new Vector2(circle.CenterX, circle.CenterY), circle.Radius)) firstCollisionCheck = true;
                    }

                    if (!firstCollisionCheck) {
                        boxLine = new Line2(pixel.Right, pixel.Bottom, pixel.Left, pixel.Bottom);
                        if (boxLine.IntersectCircle(new Vector2(circle.CenterX, circle.CenterY), circle.Radius)) firstCollisionCheck = true;
                    }

                    if (!firstCollisionCheck) {
                        boxLine = new Line2(pixel.Left, pixel.Bottom, pixel.Left, pixel.Top);
                        if (boxLine.IntersectCircle(new Vector2(circle.CenterX, circle.CenterY), circle.Radius)) firstCollisionCheck = true;
                    }

                }

                if (!firstCollisionCheck) return false;

                //get intersecting area as if circle was rect

                //scan for pixels in area

                //only check pixels inside circle radius

                //okay the math for that is super hard so we're doing it the easy + dumb wy

                //dumb way, scan through pixels to see if one of the pixels is in the circle?

                for (var xx = 0; xx < pixel.Width; xx++) {
                    for (var yy = 0; yy < pixel.Height; yy++) {
                        var pixelx = xx + pixel.Left;
                        var pixely = yy + pixel.Top;
                        if (Util.Distance(pixelx, pixely, circle.CenterX, circle.CenterY) <= circle.Radius + 1) {
                            if (pixel.PixelAt(xx, yy)) {
                                return true;
                            }
                        }
                    }
                }
            }
            #endregion

            #region Pixel vs Point
            else if ((first is PixelCollider && second is PointCollider) || (first is PointCollider && second is PixelCollider)) {
                PixelCollider pixel;
                PointCollider point;

                if (first is PixelCollider) {
                    pixel = first as PixelCollider;
                    point = second as PointCollider;
                }
                else {
                    pixel = second as PixelCollider;
                    point = first as PointCollider;
                }

                //rectangle to point first
                if (!Util.InRect(point.Left, point.Top, pixel.Left, pixel.Top, pixel.Width, pixel.Height)) return false;

                //check for pixel at point
                if (pixel.PixelAtRelative((int)point.Left, (int)point.Top)) {
                    return true;
                }
                return false;
            }
            #endregion

            #region Pixel vs Line
            else if ((first is PixelCollider && second is LineCollider) || (first is LineCollider && second is PixelCollider)) {
                PixelCollider pixel;
                LineCollider line;

                if (first is PixelCollider) {
                    pixel = first as PixelCollider;
                    line = second as LineCollider;
                }
                else {
                    pixel = second as PixelCollider;
                    line = first as LineCollider;
                }

                //line to rectangle first

                if (!line.Line2.IntersectsRect(pixel.Left, pixel.Top, pixel.Width, pixel.Height)) return false;

                //dumb way, check all pixels for distance to line == 0
                for (var xx = 0; xx < pixel.Width; xx++) {
                    for (var yy = 0; yy < pixel.Height; yy++) {
                        if (pixel.PixelAt(xx, yy)) {
                            if (Util.DistanceLinePoint(xx + pixel.Left, yy + pixel.Top, line.Line2) < 0.1f) {
                                return true;
                            }
                        }
                    }
                }

            }
            #endregion

            #region Pixel vs Grid
            else if ((first is PixelCollider && second is GridCollider) || (first is GridCollider && second is PixelCollider)) {
                PixelCollider pixel;
                GridCollider grid;

                if (first is PixelCollider) {
                    pixel = first as PixelCollider;
                    grid = second as GridCollider;
                }
                else {
                    pixel = second as PixelCollider;
                    grid = first as GridCollider;
                }

                //collide rectangle into tiles first
                if (pixel.Right <= grid.Left) return false;
                if (pixel.Bottom <= grid.Top) return false;
                if (pixel.Left >= grid.Right) return false;
                if (pixel.Top >= grid.Bottom) return false;

                //This is a quick fix and might have to be addressed later
                if (!grid.GetRect(pixel.Left, pixel.Top, pixel.Right - 1, pixel.Bottom - 1, false)) return false;

                //go through tiles that pixel is overlapping
                for (var xx = 0; xx < pixel.Width; xx++) {
                    for (var yy = 0; yy < pixel.Height; yy++) {
                        float checkx = xx + pixel.Left;
                        float checky = yy + pixel.Top;
                        if (grid.GetTileAtPosition(checkx, checky)) {
                            if (pixel.PixelAt(xx, yy)) {
                                return true;
                            }
                        }
                    }
                }
            }
            #endregion

            #region Unknown
            return false;
            #endregion
        }
예제 #3
0
파일: Line2.cs 프로젝트: Kotvitskiy/AoS
        /// <summary>
        /// Intersection test on another line. (http://ideone.com/PnPJgb)
        /// </summary>
        /// <param name="other">The line to test against</param>
        /// <returns></returns>
        public bool Intersects(Line2 other)
        {
            //A = X1, Y1; B = X2, Y2; C = other.X1, other.Y1; D = other.X2, other.Y2;
            Vector2 A = new Vector2(X1, Y1);
            Vector2 B = new Vector2(X2, Y2);
            Vector2 C = new Vector2(other.X1, other.Y1);
            Vector2 D = new Vector2(other.X2, other.Y2);

            Vector2 CmP = new Vector2(C.X - A.X, C.Y - A.Y);
            Vector2 r = new Vector2(B.X - A.X, B.Y - A.Y);
            Vector2 s = new Vector2(D.X - C.X, D.Y - C.Y);

            float CmPxr = (float)CmP.X * (float)r.Y - (float)CmP.Y * (float)r.X;
            float CmPxs = (float)CmP.X * (float)s.Y - (float)CmP.Y * (float)s.X;
            float rxs = (float)r.X * (float)s.Y - (float)r.Y * (float)s.X;

            if (CmPxr == 0f) {
                // Lines are collinear, and so intersect if they have any overlap

                return ((C.X - A.X < 0f) != (C.X - B.X < 0f))
                        || ((C.Y - A.Y < 0f) != (C.Y - B.Y < 0f));
            }

            if (rxs == 0f)
                return false; // Lines are parallel.

            float rxsr = 1f / rxs;
            float t = CmPxs * rxsr;
            float u = CmPxr * rxsr;

            return (t >= 0f) && (t <= 1f) && (u >= 0f) && (u <= 1f);
        }