#region CPL License /* Nuclex Framework Copyright (C) 2002-2009 Nuclex Development Labs This library is free software; you can redistribute it and/or modify it under the terms of the IBM Common Public License as published by the IBM Corporation; either version 1.0 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the IBM Common Public License for more details. You should have received a copy of the IBM Common Public License along with this library */ #endregion using System; using System.Collections.Generic; using Microsoft.Xna.Framework; namespace Nuclex.Geometry.Lines.Collisions { /// /// Detects intersections of infinite 2D lines with 2D axis-aligned boxes /// public static class Line2Aabb2Collider { /// Determines the contact times of a line with an axis aligned box /// Offset of the line from the box /// Direction into which the line goes /// Extents of the box (half of the box' dimensions) /// The contact points, if any, between the line and the box /// /// Shamelessly lifted from the FreeMagic library at http://www.magic-software.com /// and used as a supporting function for the other line/box contact finders. /// public static LineContacts FindContacts( Vector2 lineOffset, Vector2 lineDirection, Vector2 boxExtents ) { float entrytime = float.MinValue; float exitTime = float.MaxValue; // Determine the instants of entry and exit into the box, if any bool notEntirelyClipped = clip(+lineDirection.X, -lineOffset.X - boxExtents.X, ref entrytime, ref exitTime) && clip(-lineDirection.X, +lineOffset.X - boxExtents.X, ref entrytime, ref exitTime) && clip(+lineDirection.Y, -lineOffset.Y - boxExtents.Y, ref entrytime, ref exitTime) && clip(-lineDirection.Y, +lineOffset.Y - boxExtents.Y, ref entrytime, ref exitTime); // Find out if an intersection with the box has actually occured bool intersects = notEntirelyClipped && (entrytime != float.MinValue || exitTime != float.MaxValue); if(intersects) { return new LineContacts(entrytime, exitTime); } else { return LineContacts.None; } } /// Determines the contact times of a line with an axis aligned box /// Offset of the line from the box /// Direction into which the line goes /// Corner of the box with the lesser coordinates /// Corner of the box with the greater coordinates /// The contact points, if any, between the line and the box public static LineContacts FindContacts( Vector2 lineOffset, Vector2 lineDirection, Vector2 minBoxCorner, Vector2 maxBoxCorner ) { Vector2 boxExtents = (maxBoxCorner - minBoxCorner) / 2.0f; Vector2 boxOffset = minBoxCorner + boxExtents; return FindContacts( lineOffset - boxOffset, lineDirection, boxExtents ); } /// Determines where a line will intersect with a normalized plane /// Denominator of the line's direction towards the plane /// Numerator of the line's direction towards the plane /// Time of entry into the plane /// Time of exit from the plane /// True if the line segment actually intersects with the plane /// /// Shamelessly lifted from the FreeMagic library at http://www.magic-software.com /// and used as a supporting function for the other line/box contact finders. /// private static bool clip( float denominator, float numerator, ref float entryTime, ref float exitTime ) { if(denominator > 0.0f) { if(numerator > denominator * exitTime) return false; if(numerator > denominator * entryTime) entryTime = numerator / denominator; return true; } else if(denominator < 0.0f) { if(numerator > denominator * entryTime) return false; if(numerator > denominator * exitTime) exitTime = numerator / denominator; return true; } else { return numerator <= 0.0f; } } } } // namespace Nuclex.Geometry.Lines.Collisions