diff --git a/src/Collision/Fixed/AABB2D.cs b/src/Collision/Fixed/AABB2D.cs
index 025ddaf..4a3e8d2 100644
--- a/src/Collision/Fixed/AABB2D.cs
+++ b/src/Collision/Fixed/AABB2D.cs
@@ -66,6 +66,8 @@ namespace MoonWorks.Collision.Fixed
);
}
+ static readonly Fix64 Half = Fix64.FromFraction(1, 2);
+
///
/// Efficiently transforms the AABB by a Transform2D.
///
@@ -74,11 +76,42 @@ namespace MoonWorks.Collision.Fixed
///
public static AABB2D Transformed(AABB2D aabb, Transform2D transform)
{
- var two = new Fix64(2);
- var center = (aabb.Min + aabb.Max) / two;
- var extent = (aabb.Max - aabb.Min) / two;
+ if (transform.IsAxisAligned)
+ {
+ var min = aabb.Min * transform.Scale + transform.Position;
+ var max = aabb.Max * transform.Scale + transform.Position;
- var newCenter = Vector2.Transform(center, transform.TransformMatrix);
+ Fix64 minX, minY, maxX, maxY;
+
+ if (min.X <= max.X)
+ {
+ minX = min.X;
+ maxX = max.X;
+ }
+ else
+ {
+ minX = max.X;
+ maxX = min.X;
+ }
+
+ if (min.Y <= max.Y)
+ {
+ minY = min.Y;
+ maxY = max.Y;
+ }
+ else
+ {
+ minY = max.Y;
+ maxY = min.Y;
+ }
+
+ return new AABB2D(minX, minY, maxX, maxY);
+ }
+
+ var center = (aabb.Min + aabb.Max) * Half;
+ var extent = aabb.Max - center;
+
+ var newCenter = Vector2.Transform(center, transform.TransformMatrix);
var newExtent = Vector2.TransformNormal(extent, AbsoluteMatrix(transform.TransformMatrix));
return new AABB2D(newCenter - newExtent, newCenter + newExtent);
@@ -152,6 +185,69 @@ namespace MoonWorks.Collision.Fixed
return a.Left < b.Right && a.Right > b.Left && a.Top < b.Bottom && a.Bottom > b.Top;
}
+ // FIXME: this is broken
+ public static bool SweepTest(AABB2D a, AABB2D b, Vector2 aMovement, Vector2 bMovement, out Fix64 normalizedTime)
+ {
+ if (TestOverlap(a, b))
+ {
+ normalizedTime = Fix64.Zero;
+ return true;
+ }
+
+ normalizedTime = Fix64.One;
+
+ var relativeVelocity = bMovement - aMovement;
+
+ Vector2 entry = Vector2.Zero;
+ if (a.Max.X < b.Min.X && relativeVelocity.X < 0)
+ {
+ entry.X = (a.Max.X - b.Min.X) / relativeVelocity.X;
+ }
+ else if (b.Max.X < a.Min.X && relativeVelocity.X > 0)
+ {
+ entry.X = (a.Min.X - b.Max.X) / relativeVelocity.X;
+ }
+
+ if (a.Max.Y < b.Min.Y && relativeVelocity.Y < 0)
+ {
+ entry.Y = (a.Max.Y - b.Min.Y) / relativeVelocity.Y;
+ }
+ else if (b.Max.Y > a.Min.Y && relativeVelocity.Y > 0)
+ {
+ entry.Y = (a.Min.Y - b.Max.Y) / relativeVelocity.Y;
+ }
+
+ Vector2 exit = new Vector2(Fix64.MaxValue, Fix64.MaxValue);
+ if (b.Max.X > a.Min.X && relativeVelocity.X < 0)
+ {
+ exit.X = (a.Min.X - b.Max.X) / relativeVelocity.X;
+ }
+ else if (a.Max.X > b.Min.X && relativeVelocity.X > 0)
+ {
+ exit.Y = (a.Max.X - b.Min.X) / relativeVelocity.X;
+ }
+
+ if (b.Max.Y > a.Min.Y && relativeVelocity.Y < 0)
+ {
+ exit.Y = (a.Min.Y - b.Max.Y) / relativeVelocity.Y;
+ }
+ else if (a.Max.Y > b.Min.Y && relativeVelocity.Y > 0)
+ {
+ exit.Y = (a.Max.Y - b.Min.Y) / relativeVelocity.Y;
+ }
+
+ Fix64 firstTime = Fix64.Max(entry.X, entry.Y);
+ Fix64 lastTime = Fix64.Min(exit.X, exit.Y);
+
+ if (firstTime <= lastTime && firstTime > 0)
+ {
+ normalizedTime = firstTime;
+ return true;
+ }
+
+ return false;
+ }
+
public override bool Equals(object obj)
{
return obj is AABB2D aabb && Equals(aabb);