Implement AABB2D

This commit is contained in:
2024-01-26 15:53:25 -05:00
parent 256fe730cd
commit 08974413ae

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@@ -1,10 +1,87 @@
#pragma once
#include <J3ML/LinearAlgebra/Vector2.h>
namespace Geometry
{
using LinearAlgebra::Vector2;
// CaveGame AABB
class AABB2D
{
public:
Vector2 minPoint;
Vector2 maxPoint;
AABB2D(const Vector2& min, const Vector2& max):
minPoint(min), maxPoint(max)
{}
float Width() const { return maxPoint.x - minPoint.x; }
float Height() const { return maxPoint.y - minPoint.y; }
float DistanceSq(const Vector2& pt) const
{
Vector2 cp = pt.Clamp(minPoint, maxPoint);
return cp.DistanceSq(pt);
}
void SetNegativeInfinity();
void Enclose(const Vector2& point)
{
minPoint = Vector2::Min(minPoint, point);
maxPoint = Vector2::Max(maxPoint, point);
}
bool Intersects(const AABB2D &rhs) const
{
return maxPoint.x >= rhs.minPoint.x &&
maxPoint.y >= rhs.minPoint.y &&
rhs.maxPoint.x >= minPoint.x &&
rhs.maxPoint.y >= minPoint.y;
}
bool Contains(const AABB2D &rhs) const
{
return rhs.minPoint.x >= minPoint.x && rhs.minPoint.y >= minPoint.y
&& rhs.maxPoint.x <= maxPoint.x && rhs.maxPoint.y <= maxPoint.y;
}
bool Contains(const vec2d &pt) const
{
return pt.x >= minPoint.x && pt.y >= minPoint.y
&& pt.x <= maxPoint.x && pt.y <= maxPoint.y;
}
bool Contains(int x, int y) const
{
return x >= minPoint.x && y >= minPoint.y
&& x <= maxPoint.x && y <= maxPoint.y;
}
bool IsDegenerate() const
{
return minPoint.x >= maxPoint.x || minPoint.y >= maxPoint.y;
}
bool HasNegativeVolume() const
{
return maxPoint.x < minPoint.x || maxPoint.y < minPoint.y;
}
bool IsFinite() const
{
return minPoint.IsFinite() && maxPoint.IsFinite() && minPoint.MinElement() > -1e5f && maxPoint.MaxElement() < 1e5f;
}
Vector2 PosInside(const Vector2 &normalizedPos) const
{
return minPoint + normalizedPos.Mul(maxPoint - minPoint);
}
Vector2 ToNormalizedLocalSpace(const vec2d &pt) const
{
return (pt - minPoint).Div(maxPoint - minPoint);
}
};
}