forked from MoonsideGames/MoonTools.Bonk
147 lines
4.4 KiB
C#
147 lines
4.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Numerics;
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using MoonTools.Core.Structs;
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namespace MoonTools.Core.Bonk
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{
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/// <summary>
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/// Axis-aligned bounding box.
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/// </summary>
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public struct AABB : IEquatable<AABB>
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{
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/// <summary>
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/// The top-left position of the AABB.
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/// </summary>
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/// <value></value>
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public Vector2 Min { get; private set; }
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/// <summary>
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/// The bottom-right position of the AABB.
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/// </summary>
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/// <value></value>
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public Vector2 Max { get; private set; }
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public float Width { get { return Max.X - Min.X; } }
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public float Height { get { return Max.Y - Min.Y; } }
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public float Right { get { return Max.X; } }
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public float Left { get { return Min.X; } }
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/// <summary>
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/// The top of the AABB. Assumes a downward-aligned Y axis, so this value will be smaller than Bottom.
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/// </summary>
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/// <value></value>
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public float Top { get { return Min.Y; } }
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/// <summary>
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/// The bottom of the AABB. Assumes a downward-aligned Y axis, so this value will be larger than Top.
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/// </summary>
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/// <value></value>
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public float Bottom { get { return Max.Y; } }
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public AABB(float minX, float minY, float maxX, float maxY)
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{
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Min = new Vector2(minX, minY);
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Max = new Vector2(maxX, maxY);
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}
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public AABB(Vector2 min, Vector2 max)
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{
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Min = min;
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Max = max;
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}
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private static Matrix3x2 AbsoluteMatrix(Matrix3x2 matrix)
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{
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return new Matrix3x2
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(
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Math.Abs(matrix.M11), Math.Abs(matrix.M12),
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Math.Abs(matrix.M21), Math.Abs(matrix.M22),
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Math.Abs(matrix.M31), Math.Abs(matrix.M32)
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);
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}
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/// <summary>
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/// Efficiently transforms the AABB by a Transform2D.
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/// </summary>
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/// <param name="aabb"></param>
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/// <param name="transform"></param>
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/// <returns></returns>
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public static AABB Transformed(AABB aabb, Transform2D transform)
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{
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var center = (aabb.Min + aabb.Max) / 2f;
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var extent = (aabb.Max - aabb.Min) / 2f;
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var newCenter = Vector2.Transform(center, transform.TransformMatrix);
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var newExtent = Vector2.TransformNormal(extent, AbsoluteMatrix(transform.TransformMatrix));
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return new AABB(newCenter - newExtent, newCenter + newExtent);
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}
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/// <summary>
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/// Creates an AABB for an arbitrary collection of positions.
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/// This is less efficient than defining a custom AABB method for most shapes, so avoid using this if possible.
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/// </summary>
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/// <param name="vertices"></param>
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/// <returns></returns>
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public static AABB FromVertices(IEnumerable<Position2D> vertices)
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{
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var minX = float.MaxValue;
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var minY = float.MaxValue;
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var maxX = float.MinValue;
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var maxY = float.MinValue;
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foreach (var vertex in vertices)
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{
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if (vertex.X < minX)
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{
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minX = vertex.X;
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}
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if (vertex.Y < minY)
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{
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minY = vertex.Y;
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}
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if (vertex.X > maxX)
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{
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maxX = vertex.X;
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}
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if (vertex.Y > maxY)
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{
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maxY = vertex.Y;
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}
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}
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return new AABB(minX, minY, maxX, maxY);
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}
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public static bool TestOverlap(AABB a, AABB b)
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{
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return a.Left <= b.Right && a.Right >= b.Left && a.Top <= b.Bottom && a.Bottom >= b.Top;
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}
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public override bool Equals(object obj)
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{
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return obj is AABB aabb && Equals(aabb);
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}
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public bool Equals(AABB other)
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{
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return Min == other.Min &&
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Max == other.Max;
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(Min, Max);
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}
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public static bool operator ==(AABB left, AABB right)
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{
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return left.Equals(right);
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}
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public static bool operator !=(AABB left, AABB right)
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{
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return !(left == right);
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}
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}
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}
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