mirror of
https://github.com/Memorix101/UnityXNA/
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67 lines
2.7 KiB
C#
67 lines
2.7 KiB
C#
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#region File Description
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//-----------------------------------------------------------------------------
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// RectangleExtensions.cs
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//
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// Microsoft XNA Community Game Platform
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// Copyright (C) Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#endregion
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using System;
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using Microsoft.Xna.Framework;
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namespace Platformer
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{
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/// <summary>
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/// A set of helpful methods for working with rectangles.
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/// </summary>
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public static class RectangleExtensions
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{
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/// <summary>
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/// Calculates the signed depth of intersection between two rectangles.
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/// </summary>
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/// <returns>
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/// The amount of overlap between two intersecting rectangles. These
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/// depth values can be negative depending on which wides the rectangles
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/// intersect. This allows callers to determine the correct direction
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/// to push objects in order to resolve collisions.
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/// If the rectangles are not intersecting, Vector2.Zero is returned.
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/// </returns>
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public static Vector2 GetIntersectionDepth(this Rectangle rectA, Rectangle rectB)
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{
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// Calculate half sizes.
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float halfWidthA = rectA.Width / 2.0f;
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float halfHeightA = rectA.Height / 2.0f;
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float halfWidthB = rectB.Width / 2.0f;
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float halfHeightB = rectB.Height / 2.0f;
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// Calculate centers.
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Vector2 centerA = new Vector2(rectA.Left + halfWidthA, rectA.Top + halfHeightA);
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Vector2 centerB = new Vector2(rectB.Left + halfWidthB, rectB.Top + halfHeightB);
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// Calculate current and minimum-non-intersecting distances between centers.
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float distanceX = centerA.X - centerB.X;
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float distanceY = centerA.Y - centerB.Y;
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float minDistanceX = halfWidthA + halfWidthB;
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float minDistanceY = halfHeightA + halfHeightB;
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// If we are not intersecting at all, return (0, 0).
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if (Math.Abs(distanceX) >= minDistanceX || Math.Abs(distanceY) >= minDistanceY)
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return Vector2.Zero;
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// Calculate and return intersection depths.
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float depthX = distanceX > 0 ? minDistanceX - distanceX : -minDistanceX - distanceX;
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float depthY = distanceY > 0 ? minDistanceY - distanceY : -minDistanceY - distanceY;
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return new Vector2(depthX, depthY);
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}
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/// <summary>
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/// Gets the position of the center of the bottom edge of the rectangle.
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/// </summary>
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public static Vector2 GetBottomCenter(this Rectangle rect)
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{
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return new Vector2(rect.X + rect.Width / 2.0f, rect.Bottom);
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}
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}
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}
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