forked from MoonsideGames/MoonTools.Bonk
119 lines
3.3 KiB
C#
119 lines
3.3 KiB
C#
using System;
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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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/// A rectangle is a shape defined by a width and height. The origin is the center of the rectangle.
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/// </summary>
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public struct Rectangle : IShape2D, IEquatable<Rectangle>
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{
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public AABB AABB { get; }
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public int Width { get; }
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public int Height { get; }
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public float Right { get; }
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public float Left { get; }
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public float Top { get; }
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public float Bottom { get; }
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public Vector2 BottomLeft { get; }
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public Vector2 TopRight { get; }
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public Vector2 Min { get; }
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public Vector2 Max { get; }
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public Rectangle(int width, int height)
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{
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Width = width;
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Height = height;
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AABB = new AABB(-width / 2f, -height / 2f, width / 2f, height / 2f);
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Right = AABB.Right;
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Left = AABB.Left;
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Top = AABB.Top;
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Bottom = AABB.Bottom;
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BottomLeft = new Vector2(Left, Bottom);
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TopRight = new Vector2(Top, Right);
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Min = AABB.Min;
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Max = AABB.Max;
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}
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private Vector2 Support(Vector2 direction)
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{
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if (direction.X >= 0 && direction.Y >= 0)
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{
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return Max;
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}
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else if (direction.X >= 0 && direction.Y < 0)
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{
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return new Vector2(Max.X, Min.Y);
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}
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else if (direction.X < 0 && direction.Y >= 0)
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{
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return new Vector2(Min.X, Max.Y);
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}
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else if (direction.X < 0 && direction.Y < 0)
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{
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return new Vector2(Min.X, Min.Y);
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}
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else
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{
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throw new ArgumentException("Support vector direction cannot be zero.");
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}
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}
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public Vector2 Support(Vector2 direction, Transform2D transform)
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{
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Matrix3x2 inverseTransform;
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Matrix3x2.Invert(transform.TransformMatrix, out inverseTransform);
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var inverseDirection = Vector2.TransformNormal(direction, inverseTransform);
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return Vector2.Transform(Support(inverseDirection), transform.TransformMatrix);
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}
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public AABB TransformedAABB(Transform2D transform)
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{
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return AABB.Transformed(AABB, transform);
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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 IShape2D other && Equals(other);
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}
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public bool Equals(IShape2D other)
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{
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return (other is Rectangle rectangle && Equals(rectangle));
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}
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public bool Equals(Rectangle other)
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{
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return Min == other.Min && 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 ==(Rectangle a, Rectangle b)
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{
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return a.Equals(b);
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}
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public static bool operator !=(Rectangle a, Rectangle b)
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{
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return !(a == b);
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}
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public static bool operator ==(Rectangle a, Polygon b)
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{
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return a.Equals(b);
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}
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public static bool operator !=(Rectangle a, Polygon b)
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{
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return !(a == b);
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}
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}
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}
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