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improved NumberExtensions penetration method

This commit is contained in:
Ell 2020-10-12 21:08:15 +02:00
parent ba3529a3e1
commit cdc08c5cf2

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@ -201,22 +201,34 @@ namespace MLEM.Extensions {
}
/// <summary>
/// Returns the amount that the rectangle <paramref name="rect"/> is penetrating the rectangle <paramref name="other"/> by.
/// Calculates the amount that the rectangle <paramref name="rect"/> is penetrating the rectangle <paramref name="other"/> by.
/// If a penetration on both axes is occuring, the one with the lower value is returned.
/// This is useful for collision detection, as it can be used to push colliding objects out of each other.
/// </summary>
/// <param name="rect">The rectangle to do the penetration</param>
/// <param name="other">The rectangle that should be penetrated</param>
/// <returns>A penetration vector, or <see cref="Vector2.Zero"/> if the rectangles don't intersect</returns>
public static Vector2 Penetrate(this RectangleF rect, RectangleF other) {
var intersection = RectangleF.Intersect(rect, other);
if (intersection.IsEmpty)
return Vector2.Zero;
if (intersection.Width < intersection.Height) {
return new Vector2(rect.Center.X < other.Center.X ? intersection.Width : -intersection.Width, 0);
} else {
return new Vector2(0, rect.Center.Y < other.Center.Y ? intersection.Height : -intersection.Height);
/// <param name="normal">The direction that the penetration occured in</param>
/// <param name="penetration">The amount that the penetration occured by, in the direction of <paramref name="normal"/></param>
/// <returns>Whether or not a penetration occured</returns>
public static bool Penetrate(this RectangleF rect, RectangleF other, out Vector2 normal, out float penetration) {
var (offsetX, offsetY) = other.Center - rect.Center;
var overlapX = rect.Width / 2 + other.Width / 2 - Math.Abs(offsetX);
if (overlapX > 0) {
var overlapY = rect.Height / 2 + other.Height / 2 - Math.Abs(offsetY);
if (overlapY > 0) {
if (overlapX < overlapY) {
normal = new Vector2(offsetX < 0 ? -1 : 1, 0);
penetration = overlapX;
} else {
normal = new Vector2(0, offsetY < 0 ? -1 : 1);
penetration = overlapY;
}
return true;
}
}
normal = Vector2.Zero;
penetration = 0;
return false;
}
}