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