/// <summary> /// Returns whether or not this box intersects another. /// </summary> /// <param name="box2"></param> /// <returns>True if the 2 boxes intersect, false otherwise.</returns> public bool Intersects(AxisAlignedBox2 box2) { // Early-fail for nulls if (this.IsNull || box2.IsNull) { return(false); } if (this.IsInfinite || box2.IsInfinite) { return(true); } // Use up to 6 separating planes if (this.maxVector.X <= box2.minVector.X) { return(false); } if (this.maxVector.Y <= box2.minVector.Y) { return(false); } if (this.minVector.X >= box2.maxVector.X) { return(false); } if (this.minVector.Y >= box2.maxVector.Y) { return(false); } // otherwise, must be intersecting return(true); }
public Shape(AxisAlignedBox2 box) { this._axesDirty = true; this._vertices = (Vector2[])box.Corners.Clone(); this._derivedVertices = (Vector2[])box.Corners.Clone(); this._axes = null; }
public MinimumTranslationVector collideY(AxisAlignedBox2 box2) { var overlap = Intersection(box2); if (!overlap.IsNull) { var axis = new Axis(); var minOverlap = 0.0; var adjust = overlap.Size; minOverlap = adjust.Y; if (overlap.Center.Y > box2.Center.Y) { axis.edge = new Vector2(overlap.X0, overlap.Y0) - new Vector2(overlap.X1, overlap.Y0); } else { axis.edge = new Vector2(overlap.X1, overlap.Y1) - new Vector2(overlap.X0, overlap.Y1); } axis.unit = axis.edge.Perpendicular; axis.normal = axis.unit.ToNormalized(); return(new MinimumTranslationVector(axis, minOverlap)); } return(MinimumTranslationVector.Zero); }
public AxisAlignedBox2(AxisAlignedBox2 box) { corners = new Vector2[4]; minVector = box.minVector; maxVector = box.maxVector; isNull = box.IsNull; isInfinite = box.IsInfinite; UpdateCorners(); }
public void update(AxisAlignedBox2 box) { if (_vertices.Length != 4) { throw new Exception("can't update with an aabb unless the shape has 4 verts"); } _axesDirty = true; for (var i = 0; i < _vertices.Length; i++) { _vertices[i] = box.Corners[i]; _derivedVertices[i] = box.Corners[i]; } }
/// <summary> /// Calculate the area of intersection of this box and another /// </summary> public AxisAlignedBox2 Intersection(AxisAlignedBox2 b2) { if (!Intersects(b2)) { return(AxisAlignedBox2.Null); } Vector2 intMin = Vector2.Zero; Vector2 intMax = Vector2.Zero; Vector2 b2max = b2.maxVector; Vector2 b2min = b2.minVector; if (b2max.X > maxVector.X && maxVector.X > b2min.X) { intMax.X = maxVector.X; } else { intMax.X = b2max.X; } if (b2max.Y > maxVector.Y && maxVector.Y > b2min.Y) { intMax.Y = maxVector.Y; } else { intMax.Y = b2max.Y; } if (b2min.X < minVector.X && minVector.X < b2max.X) { intMin.X = minVector.X; } else { intMin.X = b2min.X; } if (b2min.Y < minVector.Y && minVector.Y < b2max.Y) { intMin.Y = minVector.Y; } else { intMin.Y = b2min.Y; } return(new AxisAlignedBox2(intMin, intMax)); }
public AxisAlignedBox2[] fromRectOffset(RectOffset offset) { var inner = new AxisAlignedBox2(minVector + offset.min, maxVector - offset.max); var rects = new AxisAlignedBox2[9]; rects[0] = new AxisAlignedBox2(corners[0], inner.corners[0]); rects[2] = new AxisAlignedBox2(Utility.Min(corners[1], inner.corners[1]), Utility.Max(corners[1], inner.corners[1])); rects[6] = new AxisAlignedBox2(Utility.Min(corners[3], inner.corners[3]), Utility.Max(corners[3], inner.corners[3])); rects[8] = new AxisAlignedBox2(inner.corners[2], corners[2]); rects[1] = new AxisAlignedBox2(rects[0].corners[1], inner.corners[1]); rects[3] = new AxisAlignedBox2(rects[0].corners[3], inner.corners[3]); rects[4] = inner; rects[5] = new AxisAlignedBox2(rects[2].corners[3], rects[8].corners[1]); rects[7] = new AxisAlignedBox2(rects[6].corners[1], rects[8].corners[3]); return(rects); }
/// <summary> /// Allows for merging two boxes together (combining). /// </summary> /// <param name="box">Source box.</param> public void Merge(AxisAlignedBox2 box) { if (box.IsNull) { // nothing to merge with in this case, just return return; } else if (box.IsInfinite) { this.IsInfinite = true; } else if (this.IsNull) { SetExtents(box.Minimum, box.Maximum); } else if (!this.IsInfinite) { if (box.minVector.X < minVector.X) { minVector.X = box.minVector.X; } if (box.maxVector.X > maxVector.X) { maxVector.X = box.maxVector.X; } if (box.minVector.Y < minVector.Y) { minVector.Y = box.minVector.Y; } if (box.maxVector.Y > maxVector.Y) { maxVector.Y = box.maxVector.Y; } UpdateCorners(); } }
/// <summary> /// Tests whether this ray intersects the given box. /// </summary> /// <param name="box"></param> /// <returns> /// Struct containing info on whether there was a hit, and the distance from the /// origin of this ray where the intersect happened. /// </returns> public IntersectResult Intersects(AxisAlignedBox2 box) { return(Utility.Intersects(this, box)); }
/// <summary> /// Returns whether or not this Circle interects a box. /// </summary> /// <param name="box"></param> /// <returns>True if the box intersects, false otherwise.</returns> public bool Intersects(AxisAlignedBox2 box) { return(Utility.Intersects(this, box)); }
public bool Contains(AxisAlignedBox2 box) { return(Contains(box.minVector) && Contains(box.maxVector)); }