97 lines
3.6 KiB
C#
97 lines
3.6 KiB
C#
namespace Syntriax.Engine.Physics2D.Primitives;
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/// <summary>
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/// Represents a range of values along a single axis.
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/// </summary>
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/// <param name="min">The minimum value of the projection.</param>
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/// <param name="max">The maximum value of the projection.</param>
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/// <remarks>
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/// Initializes a new instance of the <see cref="Projection"/> struct with the specified minimum and maximum values.
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/// </remarks>
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[System.Diagnostics.DebuggerDisplay("Min: {Min}, Max: {Max}")]
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public readonly struct Projection(float min, float max)
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{
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/// <summary>
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/// Gets the minimum value of the projection.
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/// </summary>
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public readonly float Min = min;
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/// <summary>
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/// Gets the maximum value of the projection.
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/// </summary>
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public readonly float Max = max;
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/// <summary>
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/// Checks if two projections overlap.
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/// </summary>
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/// <param name="left">The first projection to check.</param>
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/// <param name="right">The second projection to check.</param>
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/// <returns><see cref="true"/> if the projections overlap; otherwise, <see cref="false"/>.</returns>
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public static bool Overlaps(Projection left, Projection right) => Overlaps(left, right, out var _);
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/// <summary>
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/// Checks if two projections overlap and calculates the depth of the overlap.
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/// </summary>
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/// <param name="left">The first projection to check.</param>
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/// <param name="right">The second projection to check.</param>
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/// <param name="depth">The depth of the overlap, if any.</param>
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/// <returns><see cref="true"/> if the projections overlap; otherwise, <see cref="false"/>.</returns>
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public static bool Overlaps(Projection left, Projection right, out float depth)
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{
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// TODO Try to improve this
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bool rightMinInLeft = right.Min > left.Min && right.Min < left.Max;
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if (rightMinInLeft)
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{
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depth = left.Max - right.Min;
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return true;
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}
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bool rightMaxInLeft = right.Max < left.Max && right.Max > left.Min;
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if (rightMaxInLeft)
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{
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depth = left.Min - right.Max;
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return true;
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}
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bool leftMinInRight = left.Min > right.Min && left.Min < right.Max;
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if (leftMinInRight)
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{
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depth = right.Max - left.Min;
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return true;
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}
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bool leftMaxInRight = left.Max < right.Max && left.Max > right.Min;
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if (leftMaxInRight)
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{
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depth = right.Min - left.Max;
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return true;
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}
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depth = 0f;
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return false;
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}
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}
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/// <summary>
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/// Provides extension methods for the <see cref="Projection"/> struct.
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/// </summary>
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public static class ProjectionExtensions
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{
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/// <summary>
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/// Checks if two projections overlap.
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/// </summary>
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/// <param name="left">The first projection to check.</param>
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/// <param name="right">The second projection to check.</param>
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/// <returns><see cref="true"/> if the projections overlap; otherwise, <see cref="false"/>.</returns>
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public static bool Overlaps(this Projection left, Projection right) => Projection.Overlaps(left, right);
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/// <summary>
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/// Checks if two projections overlap and calculates the depth of the overlap.
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/// </summary>
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/// <param name="left">The first projection to check.</param>
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/// <param name="right">The second projection to check.</param>
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/// <param name="depth">The depth of the overlap, if any.</param>
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/// <returns><see cref="true"/> if the projections overlap; otherwise, <see cref="false"/>.</returns>
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public static bool Overlaps(this Projection left, Projection right, out float depth) => Projection.Overlaps(left, right, out depth);
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}
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