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