Пример #1
0
		static bool Collide(AABB a, AABB b)
		{
			// If either bounding box is separated along any axis, we can be sure that there is no collision
			if (a.Max.X < b.Min.X || a.Min.X > b.Max.X) return false;
			if (a.Max.Y < b.Min.Y || a.Min.Y > b.Max.Y) return false;

			return true;
		}
Пример #2
0
        bool Collide(ref Manifold m, AABB a, AABB b)
        {
            Vector2 n = b.Position - a.Position;

            float aExtent = (a.Max.X - a.Min.X) / 2;
            float bExtent = (b.Max.X - b.Min.X) / 2;

            float xOverlap = aExtent + bExtent - Math.Abs(n.X);

            if (xOverlap > 0) {
                aExtent = (a.Max.Y - a.Min.Y) / 2;
                bExtent = (b.Max.Y - b.Min.Y) / 2;

                float yOverlap = aExtent + bExtent - Math.Abs(n.Y);

                if (yOverlap > 0) {
                    if (xOverlap > yOverlap) {
                        if (n.X < 0) {
                            m.Normal = new Vector2(-1, 0);
                        } else {
                            m.Normal = new Vector2(0, 0);
                        }
                        m.Penetration = xOverlap;
                        return true;
                    } else {
                        // Point toward B knowing that n points from A to B
                        if (n.Y < 0) {
                            m.Normal = new Vector2(0, -1);
                        } else {
                            m.Normal = new Vector2(0, 1);
                        }
                        m.Penetration = yOverlap;
                        return true;
                    }
                }
            }
            return false;
        }
Пример #3
0
        bool Collide(Manifold m, AABB a, Circle b)
        {
            // Vector from A to B
            Vector2 n = b.Position - a.Position;

            // Closest point on A to center of B
            Vector2 closest = n;

            // Calculate half extents along each axis
            float x_extent = (a.Max.X - a.Min.X) / 2f;
            float y_extent = (a.Max.Y - a.Min.Y) / 2f;

            // Clamp point to edges of the AABB

            closest = Vector2.Clamp(closest, new Vector2(-x_extent, -y_extent), new Vector2(x_extent, y_extent));

            bool inside = false;

            // Circle is inside the AABB, so we need to clamp the circle's center
            // to the closest edge
            if (n == closest) {
                inside = true;

                // Find closest axis
                if (Math.Abs(n.X) > Math.Abs(n.Y)) {
                    // Clamp to closest extent
                    if (closest.X > 0)
                        closest.X = x_extent;
                    else
                        closest.X = -x_extent;
                }

                // y axis is shorter
                else {
                    // Clamp to closest extent
                    if (closest.Y > 0)
                        closest.Y = y_extent;
                    else
                        closest.Y = -y_extent;
                }
            }

            Vector2 normal = n - closest;
            double d = normal.LengthSquared();
            float r = b.Radius;

            // Early out of the radius is shorter than distance to closest point and
            // Circle not inside the AABB
            if (d > r * r && !inside)
                return false;

            // Avoided sqrt until we needed
            d = Math.Sqrt(d);

            // Collision normal needs to be flipped to point outside if circle was
            // inside the AABB
            if (inside) {
                m.Normal = -n;
                m.Penetration = r + (float)d;
            } else {
                m.Normal = n;
                m.Penetration = r + (float)d;
            }

            return true;
        }