forked from MoonsideGames/MoonTools.Bonk
83 lines
2.6 KiB
C#
83 lines
2.6 KiB
C#
using System.Collections.Generic;
|
|
using System.Collections.Immutable;
|
|
using System.Numerics;
|
|
using MoonTools.Structs;
|
|
|
|
namespace MoonTools.Bonk
|
|
{
|
|
public struct MultiShape : IHasAABB2D
|
|
{
|
|
public ImmutableArray<(IShape2D, Transform2D)> ShapeTransformPairs { get; }
|
|
|
|
public AABB AABB { get; }
|
|
|
|
public MultiShape(ImmutableArray<(IShape2D, Transform2D)> shapeTransformPairs)
|
|
{
|
|
ShapeTransformPairs = shapeTransformPairs;
|
|
|
|
AABB = AABBFromShapes(shapeTransformPairs);
|
|
}
|
|
|
|
public AABB TransformedAABB(Transform2D transform)
|
|
{
|
|
return AABB.Transformed(AABB, transform);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Moves the shapes by pivoting with an offset transform.
|
|
/// </summary>
|
|
/// <param name="offsetTransform"></param>
|
|
/// <returns></returns>
|
|
public IEnumerable<(IShape2D, Transform2D)> TransformShapesUsingOffset(Transform2D offsetTransform)
|
|
{
|
|
foreach (var (shape, shapeTransform) in ShapeTransformPairs)
|
|
{
|
|
var newTransform = new Transform2D(Vector2.Transform(shapeTransform.Position, offsetTransform.TransformMatrix), offsetTransform.Rotation, offsetTransform.Scale);
|
|
yield return (shape, newTransform);
|
|
}
|
|
}
|
|
|
|
public bool IsSingleShape<T>() where T : struct, IShape2D
|
|
{
|
|
return ShapeTransformPairs.Length == 1 && ShapeTransformPairs[0].Item1 is T;
|
|
}
|
|
|
|
public (T, Transform2D) ShapeTransformPair<T>() where T : struct, IShape2D
|
|
{
|
|
return ((T, Transform2D))ShapeTransformPairs[0];
|
|
}
|
|
|
|
private static AABB AABBFromShapes(IEnumerable<(IShape2D, Transform2D)> shapeTransforms)
|
|
{
|
|
var minX = float.MaxValue;
|
|
var minY = float.MaxValue;
|
|
var maxX = float.MinValue;
|
|
var maxY = float.MinValue;
|
|
|
|
foreach (var (shape, transform) in shapeTransforms)
|
|
{
|
|
var aabb = shape.TransformedAABB(transform);
|
|
|
|
if (aabb.Min.X < minX)
|
|
{
|
|
minX = aabb.Min.X;
|
|
}
|
|
if (aabb.Min.Y < minY)
|
|
{
|
|
minY = aabb.Min.Y;
|
|
}
|
|
if (aabb.Max.X > maxX)
|
|
{
|
|
maxX = aabb.Max.X;
|
|
}
|
|
if (aabb.Max.Y > maxY)
|
|
{
|
|
maxY = aabb.Max.Y;
|
|
}
|
|
}
|
|
|
|
return new AABB(minX, minY, maxX, maxY);
|
|
}
|
|
}
|
|
}
|