Collision API #17
			
				
			
		
		
		
	|  | @ -0,0 +1,144 @@ | |||
| using System.Collections.Generic; | ||||
| using MoonWorks.Math; | ||||
| 
 | ||||
| namespace MoonWorks.Collision | ||||
| { | ||||
| 	/// <summary> | ||||
| 	/// Axis-aligned bounding box. | ||||
| 	/// </summary> | ||||
| 	public struct AABB2D : System.IEquatable<AABB2D> | ||||
| 	{ | ||||
| 		/// <summary> | ||||
| 		/// The top-left position of the AABB. | ||||
| 		/// </summary> | ||||
| 		/// <value></value> | ||||
| 		public Vector2 Min { get; private set; } | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// The bottom-right position of the AABB. | ||||
| 		/// </summary> | ||||
| 		/// <value></value> | ||||
| 		public Vector2 Max { get; private set; } | ||||
| 
 | ||||
| 		public float Width { get { return Max.X - Min.X; } } | ||||
| 		public float Height { get { return Max.Y - Min.Y; } } | ||||
| 
 | ||||
| 		public float Right { get { return Max.X; } } | ||||
| 		public float Left { get { return Min.X; } } | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// The top of the AABB. Assumes a downward-aligned Y axis, so this value will be smaller than Bottom. | ||||
| 		/// </summary> | ||||
| 		/// <value></value> | ||||
| 		public float Top { get { return Min.Y; } } | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// The bottom of the AABB. Assumes a downward-aligned Y axis, so this value will be larger than Top. | ||||
| 		/// </summary> | ||||
| 		/// <value></value> | ||||
| 		public float Bottom { get { return Max.Y; } } | ||||
| 
 | ||||
| 		public AABB2D(float minX, float minY, float maxX, float maxY) | ||||
| 		{ | ||||
| 			Min = new Vector2(minX, minY); | ||||
| 			Max = new Vector2(maxX, maxY); | ||||
| 		} | ||||
| 
 | ||||
| 		public AABB2D(Vector2 min, Vector2 max) | ||||
| 		{ | ||||
| 			Min = min; | ||||
| 			Max = max; | ||||
| 		} | ||||
| 
 | ||||
| 		private static Matrix3x2 AbsoluteMatrix(Matrix3x2 matrix) | ||||
| 		{ | ||||
| 			return new Matrix3x2 | ||||
| 			( | ||||
| 				System.Math.Abs(matrix.M11), System.Math.Abs(matrix.M12), | ||||
| 				System.Math.Abs(matrix.M21), System.Math.Abs(matrix.M22), | ||||
| 				System.Math.Abs(matrix.M31), System.Math.Abs(matrix.M32) | ||||
| 			); | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Efficiently transforms the AABB by a Transform2D. | ||||
| 		/// </summary> | ||||
| 		/// <param name="aabb"></param> | ||||
| 		/// <param name="transform"></param> | ||||
| 		/// <returns></returns> | ||||
| 		public static AABB2D Transformed(AABB2D aabb, Transform2D transform) | ||||
| 		{ | ||||
| 			return new AABB2D( | ||||
| 				Vector2.Transform(aabb.Min, transform.TransformMatrix), | ||||
| 				Vector2.Transform(aabb.Max, transform.TransformMatrix) | ||||
| 			); | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Creates an AABB for an arbitrary collection of positions. | ||||
| 		/// This is less efficient than defining a custom AABB method for most shapes, so avoid using this if possible. | ||||
| 		/// </summary> | ||||
| 		/// <param name="vertices"></param> | ||||
| 		/// <returns></returns> | ||||
| 		public static AABB2D FromVertices(IEnumerable<Vector2> vertices) | ||||
| 		{ | ||||
| 			var minX = float.MaxValue; | ||||
| 			var minY = float.MaxValue; | ||||
| 			var maxX = float.MinValue; | ||||
| 			var maxY = float.MinValue; | ||||
| 
 | ||||
| 			foreach (var vertex in vertices) | ||||
| 			{ | ||||
| 				if (vertex.X < minX) | ||||
| 				{ | ||||
| 					minX = vertex.X; | ||||
| 				} | ||||
| 				if (vertex.Y < minY) | ||||
| 				{ | ||||
| 					minY = vertex.Y; | ||||
| 				} | ||||
| 				if (vertex.X > maxX) | ||||
| 				{ | ||||
| 					maxX = vertex.X; | ||||
| 				} | ||||
| 				if (vertex.Y > maxY) | ||||
| 				{ | ||||
| 					maxY = vertex.Y; | ||||
| 				} | ||||
| 			} | ||||
| 
 | ||||
| 			return new AABB2D(minX, minY, maxX, maxY); | ||||
| 		} | ||||
| 
 | ||||
| 		public static bool TestOverlap(AABB2D a, AABB2D b) | ||||
| 		{ | ||||
| 			return a.Left <= b.Right && a.Right >= b.Left && a.Top <= b.Bottom && a.Bottom >= b.Top; | ||||
| 		} | ||||
| 
 | ||||
| 		public override bool Equals(object obj) | ||||
| 		{ | ||||
| 			return obj is AABB2D aabb && Equals(aabb); | ||||
| 		} | ||||
| 
 | ||||
| 		public bool Equals(AABB2D other) | ||||
| 		{ | ||||
| 			return Min == other.Min && | ||||
| 				   Max == other.Max; | ||||
| 		} | ||||
| 
 | ||||
| 		public override int GetHashCode() | ||||
| 		{ | ||||
| 			return System.HashCode.Combine(Min, Max); | ||||
| 		} | ||||
| 
 | ||||
| 		public static bool operator ==(AABB2D left, AABB2D right) | ||||
| 		{ | ||||
| 			return left.Equals(right); | ||||
| 		} | ||||
| 
 | ||||
| 		public static bool operator !=(AABB2D left, AABB2D right) | ||||
| 		{ | ||||
| 			return !(left == right); | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | @ -0,0 +1,16 @@ | |||
| using MoonWorks.Math; | ||||
| 
 | ||||
| namespace MoonWorks.Collision | ||||
| { | ||||
| 	public interface IHasAABB2D | ||||
| 	{ | ||||
| 		AABB2D AABB { get; } | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Returns a bounding box based on the shape. | ||||
| 		/// </summary> | ||||
| 		/// <param name="transform">A Transform for transforming the shape vertices.</param> | ||||
| 		/// <returns>Returns a bounding box based on the shape.</returns> | ||||
| 		AABB2D TransformedAABB(Transform2D transform); | ||||
| 	} | ||||
| } | ||||
|  | @ -0,0 +1,15 @@ | |||
| using MoonWorks.Math; | ||||
| 
 | ||||
| namespace MoonWorks.Collision | ||||
| { | ||||
| 	public interface IShape2D : IHasAABB2D, System.IEquatable<IShape2D> | ||||
| 	{ | ||||
| 		/// <summary> | ||||
| 		/// A Minkowski support function. Gives the farthest point on the edge of a shape along the given direction. | ||||
| 		/// </summary> | ||||
| 		/// <param name="direction">A normalized Vector2.</param> | ||||
| 		/// <param name="transform">A Transform for transforming the shape vertices.</param> | ||||
| 		/// <returns>The farthest point on the edge of the shape along the given direction.</returns> | ||||
| 		Vector2 Support(Vector2 direction, Transform2D transform); | ||||
| 	} | ||||
| } | ||||
|  | @ -0,0 +1,57 @@ | |||
| using MoonWorks.Math; | ||||
| 
 | ||||
| namespace MoonWorks.Collision | ||||
| { | ||||
| 	/// <summary> | ||||
| 	/// A Minkowski difference between two shapes. | ||||
| 	/// </summary> | ||||
| 	public struct MinkowskiDifference : System.IEquatable<MinkowskiDifference> | ||||
| 	{ | ||||
| 		private IShape2D ShapeA { get; } | ||||
| 		private Transform2D TransformA { get; } | ||||
| 		private IShape2D ShapeB { get; } | ||||
| 		private Transform2D TransformB { get; } | ||||
| 
 | ||||
| 		public MinkowskiDifference(IShape2D shapeA, Transform2D transformA, IShape2D shapeB, Transform2D transformB) | ||||
| 		{ | ||||
| 			ShapeA = shapeA; | ||||
| 			TransformA = transformA; | ||||
| 			ShapeB = shapeB; | ||||
| 			TransformB = transformB; | ||||
| 		} | ||||
| 
 | ||||
| 		public Vector2 Support(Vector2 direction) | ||||
| 		{ | ||||
| 			return ShapeA.Support(direction, TransformA) - ShapeB.Support(-direction, TransformB); | ||||
| 		} | ||||
| 
 | ||||
| 		public override bool Equals(object other) | ||||
| 		{ | ||||
| 			return other is MinkowskiDifference minkowskiDifference && Equals(minkowskiDifference); | ||||
| 		} | ||||
| 
 | ||||
| 		public bool Equals(MinkowskiDifference other) | ||||
| 		{ | ||||
| 			return | ||||
| 				ShapeA == other.ShapeA && | ||||
| 				TransformA == other.TransformA && | ||||
| 				ShapeB == other.ShapeB && | ||||
| 				TransformB == other.TransformB; | ||||
| 		} | ||||
| 
 | ||||
| 		public override int GetHashCode() | ||||
| 		{ | ||||
| 			return System.HashCode.Combine(ShapeA, TransformA, ShapeB, TransformB); | ||||
| 		} | ||||
| 
 | ||||
| 		public static bool operator ==(MinkowskiDifference a, MinkowskiDifference b) | ||||
| 		{ | ||||
| 			return a.Equals(b); | ||||
| 		} | ||||
| 
 | ||||
| 		public static bool operator !=(MinkowskiDifference a, MinkowskiDifference b) | ||||
| 		{ | ||||
| 			return !(a == b); | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | @ -0,0 +1,267 @@ | |||
| using MoonWorks.Math; | ||||
| 
 | ||||
| namespace MoonWorks.Collision | ||||
| { | ||||
| 	public static class NarrowPhase | ||||
| 	{ | ||||
| 		private struct Edge | ||||
| 		{ | ||||
| 			public float Distance; | ||||
| 			public Vector2 Normal; | ||||
| 			public int Index; | ||||
| 		} | ||||
| 
 | ||||
| 		public static bool TestCollision(IShape2D shapeA, Transform2D transformA, IShape2D shapeB, Transform2D transformB) | ||||
| 		{ | ||||
| 			if (shapeA is Rectangle rectangleA && shapeB is Rectangle rectangleB && transformA.Rotation == 0 && transformB.Rotation == 0) | ||||
| 			{ | ||||
| 				return TestRectangleOverlap(rectangleA, transformA, rectangleB, transformB); | ||||
| 			} | ||||
| 			else if (shapeA is Point && shapeB is Rectangle && transformB.Rotation == 0) | ||||
| 			{ | ||||
| 				return TestPointRectangleOverlap((Point) shapeA, transformA, (Rectangle) shapeB, transformB); | ||||
| 			} | ||||
| 			else if (shapeA is Rectangle && shapeB is Point && transformA.Rotation == 0) | ||||
| 			{ | ||||
| 				return TestPointRectangleOverlap((Point) shapeB, transformB, (Rectangle) shapeA, transformA); | ||||
| 			} | ||||
| 			else if (shapeA is Circle circleA && shapeB is Circle circleB && transformA.Scale.X == transformA.Scale.Y && transformB.Scale.X == transformB.Scale.Y) | ||||
| 			{ | ||||
| 				return TestCircleOverlap(circleA, transformA, circleB, transformB); | ||||
| 			} | ||||
| 
 | ||||
| 			return FindCollisionSimplex(shapeA, transformA, shapeB, transformB).Item1; | ||||
| 		} | ||||
| 
 | ||||
| 		public static bool TestRectangleOverlap(Rectangle rectangleA, Transform2D transformA, Rectangle rectangleB, Transform2D transformB) | ||||
| 		{ | ||||
| 			var firstAABB = rectangleA.TransformedAABB(transformA); | ||||
| 			var secondAABB = rectangleB.TransformedAABB(transformB); | ||||
| 
 | ||||
| 			return firstAABB.Left < secondAABB.Right && firstAABB.Right > secondAABB.Left && firstAABB.Top < secondAABB.Bottom && firstAABB.Bottom > secondAABB.Top; | ||||
| 		} | ||||
| 
 | ||||
| 		public static bool TestPointRectangleOverlap(Point point, Transform2D pointTransform, Rectangle rectangle, Transform2D rectangleTransform) | ||||
| 		{ | ||||
| 			var transformedPoint = pointTransform.Position; | ||||
| 			var AABB = rectangle.TransformedAABB(rectangleTransform); | ||||
| 
 | ||||
| 			return transformedPoint.X > AABB.Left && transformedPoint.X < AABB.Right && transformedPoint.Y < AABB.Bottom && transformedPoint.Y > AABB.Top; | ||||
| 		} | ||||
| 
 | ||||
| 		public static bool TestCircleOverlap(Circle circleA, Transform2D transformA, Circle circleB, Transform2D transformB) | ||||
| 		{ | ||||
| 			var radiusA = circleA.Radius * transformA.Scale.X; | ||||
| 			var radiusB = circleB.Radius * transformB.Scale.Y; | ||||
| 
 | ||||
| 			var centerA = transformA.Position; | ||||
| 			var centerB = transformB.Position; | ||||
| 
 | ||||
| 			var distanceSquared = (centerA - centerB).LengthSquared(); | ||||
| 			var radiusSumSquared = (radiusA + radiusB) * (radiusA + radiusB); | ||||
| 
 | ||||
| 			return distanceSquared < radiusSumSquared; | ||||
| 		} | ||||
| 
 | ||||
| 		public static (bool, Simplex2D) FindCollisionSimplex(IShape2D shapeA, Transform2D transformA, IShape2D shapeB, Transform2D transformB) | ||||
| 		{ | ||||
| 			var minkowskiDifference = new MinkowskiDifference(shapeA, transformA, shapeB, transformB); | ||||
| 			var c = minkowskiDifference.Support(Vector2.UnitX); | ||||
| 			var b = minkowskiDifference.Support(-Vector2.UnitX); | ||||
| 			return Check(minkowskiDifference, c, b); | ||||
| 		} | ||||
| 
 | ||||
|         public unsafe static Vector2 Intersect(IShape2D shapeA, Transform2D Transform2DA, IShape2D shapeB, Transform2D Transform2DB, Simplex2D simplex) | ||||
|         { | ||||
|             if (shapeA == null) { throw new System.ArgumentNullException(nameof(shapeA)); } | ||||
|             if (shapeB == null) { throw new System.ArgumentNullException(nameof(shapeB)); } | ||||
|             if (!simplex.TwoSimplex) { throw new System.ArgumentException("Simplex must be a 2-Simplex.", nameof(simplex)); } | ||||
| 
 | ||||
|             var a = simplex.A; | ||||
|             var b = simplex.B.Value; | ||||
|             var c = simplex.C.Value; | ||||
| 
 | ||||
|             Vector2 intersection = default; | ||||
| 
 | ||||
|             for (var i = 0; i < 32; i++) | ||||
|             { | ||||
|                 var edge = FindClosestEdge(simplex); | ||||
|                 var support = CalculateSupport(shapeA, Transform2DA, shapeB, Transform2DB, edge.Normal); | ||||
|                 var distance = Vector2.Dot(support, edge.Normal); | ||||
| 
 | ||||
|                 intersection = edge.Normal; | ||||
|                 intersection *= distance; | ||||
| 
 | ||||
|                 if (System.Math.Abs(distance - edge.Distance) <= 0.00001f) | ||||
|                 { | ||||
|                     return intersection; | ||||
|                 } | ||||
|                 else | ||||
|                 { | ||||
| 					simplex.Insert(support, edge.Index); | ||||
|                 } | ||||
|             } | ||||
| 
 | ||||
|             return intersection; // close enough | ||||
|         } | ||||
| 
 | ||||
|         private static unsafe Edge FindClosestEdge(Simplex2D simplex) | ||||
|         { | ||||
|             var closestDistance = float.PositiveInfinity; | ||||
|             var closestNormal = Vector2.Zero; | ||||
|             var closestIndex = 0; | ||||
| 
 | ||||
| 			for (var i = 0; i < 4; i += 1) | ||||
| 			{ | ||||
| 				var j = (i + 1 == 3) ? 0 : i + 1; | ||||
| 
 | ||||
| 				var a = simplex[i]; | ||||
| 				var b = simplex[j]; | ||||
| 
 | ||||
| 				var e = b - a; | ||||
| 
 | ||||
| 				var oa = a; | ||||
| 
 | ||||
| 				var n = Vector2.Normalize(TripleProduct(e, oa, e)); | ||||
| 
 | ||||
| 				var d = Vector2.Dot(n, a); | ||||
| 
 | ||||
| 				if (d < closestDistance) | ||||
| 				{ | ||||
| 					closestDistance = d; | ||||
| 					closestNormal = n; | ||||
| 					closestIndex = j; | ||||
| 				} | ||||
| 			} | ||||
| 
 | ||||
|             return new Edge | ||||
| 			{ | ||||
| 				Distance = closestDistance, | ||||
| 				Normal = closestNormal, | ||||
| 				Index = closestIndex | ||||
| 			}; | ||||
|         } | ||||
| 
 | ||||
|         private static Vector2 CalculateSupport(IShape2D shapeA, Transform2D Transform2DA, IShape2D shapeB, Transform2D Transform2DB, Vector2 direction) | ||||
|         { | ||||
|             return shapeA.Support(direction, Transform2DA) - shapeB.Support(-direction, Transform2DB); | ||||
|         } | ||||
| 
 | ||||
| 		private static (bool, Simplex2D) Check(MinkowskiDifference minkowskiDifference, Vector2 c, Vector2 b) | ||||
|         { | ||||
|             var cb = c - b; | ||||
|             var c0 = -c; | ||||
|             var d = Direction(cb, c0); | ||||
|             return DoSimplex(minkowskiDifference, new Simplex2D(b, c), d); | ||||
|         } | ||||
| 
 | ||||
|         private static (bool, Simplex2D) DoSimplex(MinkowskiDifference minkowskiDifference, Simplex2D simplex, Vector2 direction) | ||||
|         { | ||||
|             var a = minkowskiDifference.Support(direction); | ||||
|             var notPastOrigin = Vector2.Dot(a, direction) < 0; | ||||
|             var (intersects, newSimplex, newDirection) = EnclosesOrigin(a, simplex); | ||||
| 
 | ||||
|             if (notPastOrigin) | ||||
|             { | ||||
|                 return (false, default(Simplex2D)); | ||||
|             } | ||||
|             else if (intersects) | ||||
|             { | ||||
|                 return (true, new Simplex2D(simplex.A, simplex.B.Value, a)); | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 return DoSimplex(minkowskiDifference, newSimplex, newDirection); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         private static (bool, Simplex2D, Vector2) EnclosesOrigin(Vector2 a, Simplex2D simplex) | ||||
|         { | ||||
|             if (simplex.ZeroSimplex) | ||||
|             { | ||||
|                 return HandleZeroSimplex(a, simplex.A); | ||||
|             } | ||||
|             else if (simplex.OneSimplex) | ||||
|             { | ||||
|                 return HandleOneSimplex(a, simplex.A, simplex.B.Value); | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 return (false, simplex, Vector2.Zero); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         private static (bool, Simplex2D, Vector2) HandleZeroSimplex(Vector2 a, Vector2 b) | ||||
|         { | ||||
|             var ab = b - a; | ||||
|             var a0 = -a; | ||||
|             var (newSimplex, newDirection) = SameDirection(ab, a0) ? (new Simplex2D(a, b), Perpendicular(ab, a0)) : (new Simplex2D(a), a0); | ||||
|             return (false, newSimplex, newDirection); | ||||
|         } | ||||
| 
 | ||||
|         private static (bool, Simplex2D, Vector2) HandleOneSimplex(Vector2 a, Vector2 b, Vector2 c) | ||||
|         { | ||||
|             var a0 = -a; | ||||
|             var ab = b - a; | ||||
|             var ac = c - a; | ||||
|             var abp = Perpendicular(ab, -ac); | ||||
|             var acp = Perpendicular(ac, -ab); | ||||
| 
 | ||||
|             if (SameDirection(abp, a0)) | ||||
|             { | ||||
|                 if (SameDirection(ab, a0)) | ||||
|                 { | ||||
|                     return (false, new Simplex2D(a, b), abp); | ||||
|                 } | ||||
|                 else | ||||
|                 { | ||||
|                     return (false, new Simplex2D(a), a0); | ||||
|                 } | ||||
|             } | ||||
|             else if (SameDirection(acp, a0)) | ||||
|             { | ||||
|                 if (SameDirection(ac, a0)) | ||||
|                 { | ||||
|                     return (false, new Simplex2D(a, c), acp); | ||||
|                 } | ||||
|                 else | ||||
|                 { | ||||
|                     return (false, new Simplex2D(a), a0); | ||||
|                 } | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 return (true, new Simplex2D(b, c), a0); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         private static Vector2 TripleProduct(Vector2 a, Vector2 b, Vector2 c) | ||||
|         { | ||||
|             var A = new Vector3(a.X, a.Y, 0); | ||||
|             var B = new Vector3(b.X, b.Y, 0); | ||||
|             var C = new Vector3(c.X, c.Y, 0); | ||||
| 
 | ||||
|             var first = Vector3.Cross(A, B); | ||||
|             var second = Vector3.Cross(first, C); | ||||
| 
 | ||||
|             return new Vector2(second.X, second.Y); | ||||
|         } | ||||
| 
 | ||||
|         private static Vector2 Direction(Vector2 a, Vector2 b) | ||||
|         { | ||||
|             var d = TripleProduct(a, b, a); | ||||
|             var collinear = d == Vector2.Zero; | ||||
|             return collinear ? new Vector2(a.Y, -a.X) : d; | ||||
|         } | ||||
| 
 | ||||
|         private static bool SameDirection(Vector2 a, Vector2 b) | ||||
|         { | ||||
|             return Vector2.Dot(a, b) > 0; | ||||
|         } | ||||
| 
 | ||||
|         private static Vector2 Perpendicular(Vector2 a, Vector2 b) | ||||
|         { | ||||
|             return TripleProduct(a, b, a); | ||||
|         } | ||||
| 	} | ||||
| } | ||||
|  | @ -0,0 +1,59 @@ | |||
| using MoonWorks.Math; | ||||
| 
 | ||||
| namespace MoonWorks.Collision | ||||
| { | ||||
| 	/// <summary> | ||||
| 	/// A Circle is a shape defined by a radius. | ||||
| 	/// </summary> | ||||
| 	public struct Circle : IShape2D, System.IEquatable<Circle> | ||||
| 	{ | ||||
| 		public int Radius { get; } | ||||
| 		public AABB2D AABB { get; } | ||||
| 
 | ||||
| 		public Circle(int radius) | ||||
| 		{ | ||||
| 			Radius = radius; | ||||
| 			AABB = new AABB2D(-Radius, -Radius, Radius, Radius); | ||||
| 		} | ||||
| 
 | ||||
| 		public Vector2 Support(Vector2 direction, Transform2D transform) | ||||
| 		{ | ||||
| 			return Vector2.Transform(Vector2.Normalize(direction) * Radius, transform.TransformMatrix); | ||||
| 		} | ||||
| 
 | ||||
| 		public AABB2D TransformedAABB(Transform2D transform2D) | ||||
| 		{ | ||||
| 			return AABB2D.Transformed(AABB, transform2D); | ||||
| 		} | ||||
| 
 | ||||
| 		public override bool Equals(object obj) | ||||
| 		{ | ||||
| 			return obj is IShape2D other && Equals(other); | ||||
| 		} | ||||
| 
 | ||||
| 		public bool Equals(IShape2D other) | ||||
| 		{ | ||||
| 			return other is Circle circle && Equals(circle); | ||||
| 		} | ||||
| 
 | ||||
| 		public bool Equals(Circle other) | ||||
| 		{ | ||||
| 			return Radius == other.Radius; | ||||
| 		} | ||||
| 
 | ||||
| 		public override int GetHashCode() | ||||
| 		{ | ||||
| 			return System.HashCode.Combine(Radius); | ||||
| 		} | ||||
| 
 | ||||
| 		public static bool operator ==(Circle a, Circle b) | ||||
| 		{ | ||||
| 			return a.Equals(b); | ||||
| 		} | ||||
| 
 | ||||
| 		public static bool operator !=(Circle a, Circle b) | ||||
| 		{ | ||||
| 			return !(a == b); | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | @ -0,0 +1,74 @@ | |||
| using MoonWorks.Math; | ||||
| 
 | ||||
| namespace MoonWorks.Collision | ||||
| { | ||||
| 	/// <summary> | ||||
|     /// A line is a shape defined by exactly two points in space. | ||||
|     /// </summary> | ||||
|     public struct Line : IShape2D, System.IEquatable<Line> | ||||
|     { | ||||
|         private Vector2 Start { get; } | ||||
|         private Vector2 End { get; } | ||||
| 
 | ||||
|         public AABB2D AABB { get; } | ||||
| 
 | ||||
|         public Line(Vector2 start, Vector2 end) | ||||
|         { | ||||
|             Start = start; | ||||
|             End = end; | ||||
| 
 | ||||
|             AABB = new AABB2D( | ||||
| 				System.Math.Min(Start.X, End.X), | ||||
| 				System.Math.Min(Start.Y, End.Y), | ||||
| 				System.Math.Max(Start.X, End.X), | ||||
| 				System.Math.Max(Start.Y, End.Y) | ||||
| 			); | ||||
|         } | ||||
| 
 | ||||
|         public Vector2 Support(Vector2 direction, Transform2D transform) | ||||
|         { | ||||
|             var transformedStart = Vector2.Transform(Start, transform.TransformMatrix); | ||||
|             var transformedEnd = Vector2.Transform(End, transform.TransformMatrix); | ||||
|             return Vector2.Dot(transformedStart, direction) > Vector2.Dot(transformedEnd, direction) ? | ||||
|                 transformedStart : | ||||
|                 transformedEnd; | ||||
|         } | ||||
| 
 | ||||
|         public AABB2D TransformedAABB(Transform2D transform) | ||||
|         { | ||||
|             return AABB2D.Transformed(AABB, transform); | ||||
|         } | ||||
| 
 | ||||
|         public override bool Equals(object obj) | ||||
|         { | ||||
|             return obj is IShape2D other && Equals(other); | ||||
|         } | ||||
| 
 | ||||
|         public bool Equals(IShape2D other) | ||||
|         { | ||||
|             return other is Line otherLine && Equals(otherLine); | ||||
|         } | ||||
| 
 | ||||
|         public bool Equals(Line other) | ||||
|         { | ||||
|             return | ||||
| 				(Start == other.Start && End == other.End) || | ||||
| 				(End == other.Start && Start == other.End); | ||||
|         } | ||||
| 
 | ||||
|         public override int GetHashCode() | ||||
|         { | ||||
|             return System.HashCode.Combine(Start, End); | ||||
|         } | ||||
| 
 | ||||
|         public static bool operator ==(Line a, Line b) | ||||
|         { | ||||
|             return a.Equals(b); | ||||
|         } | ||||
| 
 | ||||
|         public static bool operator !=(Line a, Line b) | ||||
|         { | ||||
|             return !(a == b); | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | @ -0,0 +1,53 @@ | |||
| using MoonWorks.Math; | ||||
| 
 | ||||
| namespace MoonWorks.Collision | ||||
| { | ||||
| 	/// <summary> | ||||
| 	/// A Point is "that which has no part". | ||||
| 	/// All points by themselves are identical. | ||||
| 	/// </summary> | ||||
| 	public struct Point : IShape2D, System.IEquatable<Point> | ||||
| 	{ | ||||
| 		public AABB2D AABB { get; } | ||||
| 
 | ||||
| 		public AABB2D TransformedAABB(Transform2D transform) | ||||
| 		{ | ||||
| 			return AABB2D.Transformed(AABB, transform); | ||||
| 		} | ||||
| 
 | ||||
| 		public Vector2 Support(Vector2 direction, Transform2D transform) | ||||
| 		{ | ||||
| 			return Vector2.Transform(Vector2.Zero, transform.TransformMatrix); | ||||
| 		} | ||||
| 
 | ||||
| 		public override bool Equals(object obj) | ||||
| 		{ | ||||
| 			return obj is IShape2D other && Equals(other); | ||||
| 		} | ||||
| 
 | ||||
| 		public bool Equals(IShape2D other) | ||||
| 		{ | ||||
| 			return other is Point otherPoint && Equals(otherPoint); | ||||
| 		} | ||||
| 
 | ||||
| 		public bool Equals(Point other) | ||||
| 		{ | ||||
| 			return true; | ||||
| 		} | ||||
| 
 | ||||
| 		public override int GetHashCode() | ||||
| 		{ | ||||
| 			return 0; | ||||
| 		} | ||||
| 
 | ||||
| 		public static bool operator ==(Point a, Point b) | ||||
| 		{ | ||||
| 			return true; | ||||
| 		} | ||||
| 
 | ||||
| 		public static bool operator !=(Point a, Point b) | ||||
| 		{ | ||||
| 			return false; | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | @ -0,0 +1,106 @@ | |||
| using MoonWorks.Math; | ||||
| 
 | ||||
| namespace MoonWorks.Collision | ||||
| { | ||||
| 	/// <summary> | ||||
| 	/// A rectangle is a shape defined by a width and height. The origin is the center of the rectangle. | ||||
| 	/// </summary> | ||||
| 	public struct Rectangle : IShape2D, System.IEquatable<Rectangle> | ||||
| 	{ | ||||
| 		public AABB2D AABB { get; } | ||||
| 		public int Width { get; } | ||||
| 		public int Height { get; } | ||||
| 
 | ||||
| 		public float Right { get; } | ||||
| 		public float Left { get; } | ||||
| 		public float Top { get; } | ||||
| 		public float Bottom { get; } | ||||
| 		public Vector2 BottomLeft { get; } | ||||
| 		public Vector2 TopRight { get; } | ||||
| 
 | ||||
| 		public Vector2 Min { get; } | ||||
| 		public Vector2 Max { get; } | ||||
| 
 | ||||
| 		public Rectangle(int left, int top, int width, int height) | ||||
| 		{ | ||||
| 			Width = width; | ||||
| 			Height = height; | ||||
| 			Left = left; | ||||
| 			Right = left + width; | ||||
| 			Top = top; | ||||
| 			Bottom = top + height; | ||||
| 			AABB = new AABB2D(left, top, Right, Bottom); | ||||
| 			BottomLeft = new Vector2(Left, Bottom); | ||||
| 			TopRight = new Vector2(Top, Right); | ||||
| 			Min = AABB.Min; | ||||
| 			Max = AABB.Max; | ||||
| 		} | ||||
| 
 | ||||
| 		private Vector2 Support(Vector2 direction) | ||||
| 		{ | ||||
| 			if (direction.X >= 0 && direction.Y >= 0) | ||||
| 			{ | ||||
| 				return Max; | ||||
| 			} | ||||
| 			else if (direction.X >= 0 && direction.Y < 0) | ||||
| 			{ | ||||
| 				return new Vector2(Max.X, Min.Y); | ||||
| 			} | ||||
| 			else if (direction.X < 0 && direction.Y >= 0) | ||||
| 			{ | ||||
| 				return new Vector2(Min.X, Max.Y); | ||||
| 			} | ||||
| 			else if (direction.X < 0 && direction.Y < 0) | ||||
| 			{ | ||||
| 				return new Vector2(Min.X, Min.Y); | ||||
| 			} | ||||
| 			else | ||||
| 			{ | ||||
| 				throw new System.ArgumentException("Support vector direction cannot be zero."); | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		public Vector2 Support(Vector2 direction, Transform2D transform) | ||||
| 		{ | ||||
| 			Matrix3x2 inverseTransform; | ||||
| 			Matrix3x2.Invert(transform.TransformMatrix, out inverseTransform); | ||||
| 			var inverseDirection = Vector2.TransformNormal(direction, inverseTransform); | ||||
| 			return Vector2.Transform(Support(inverseDirection), transform.TransformMatrix); | ||||
| 		} | ||||
| 
 | ||||
| 		public AABB2D TransformedAABB(Transform2D transform) | ||||
| 		{ | ||||
| 			return AABB2D.Transformed(AABB, transform); | ||||
| 		} | ||||
| 
 | ||||
| 		public override bool Equals(object obj) | ||||
| 		{ | ||||
| 			return obj is IShape2D other && Equals(other); | ||||
| 		} | ||||
| 
 | ||||
| 		public bool Equals(IShape2D other) | ||||
| 		{ | ||||
| 			return (other is Rectangle rectangle && Equals(rectangle)); | ||||
| 		} | ||||
| 
 | ||||
| 		public bool Equals(Rectangle other) | ||||
| 		{ | ||||
| 			return Min == other.Min && Max == other.Max; | ||||
| 		} | ||||
| 
 | ||||
| 		public override int GetHashCode() | ||||
| 		{ | ||||
| 			return System.HashCode.Combine(Min, Max); | ||||
| 		} | ||||
| 
 | ||||
| 		public static bool operator ==(Rectangle a, Rectangle b) | ||||
| 		{ | ||||
| 			return a.Equals(b); | ||||
| 		} | ||||
| 
 | ||||
| 		public static bool operator !=(Rectangle a, Rectangle b) | ||||
| 		{ | ||||
| 			return !(a == b); | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | @ -0,0 +1,136 @@ | |||
| using System.Collections.Generic; | ||||
| using MoonWorks.Math; | ||||
| 
 | ||||
| namespace MoonWorks.Collision | ||||
| { | ||||
| 	/// <summary> | ||||
| 	/// A simplex is a shape with up to n - 2 vertices in the nth dimension. | ||||
| 	/// </summary> | ||||
| 	public struct Simplex2D : System.IEquatable<Simplex2D> | ||||
| 	{ | ||||
| 		private Vector2 a; | ||||
| 		private Vector2? b; | ||||
| 		private Vector2? c; | ||||
| 
 | ||||
| 		public Vector2 A => a; | ||||
| 		public Vector2? B => b; | ||||
| 		public Vector2? C => c; | ||||
| 
 | ||||
| 		public bool ZeroSimplex { get { return !b.HasValue && !c.HasValue; } } | ||||
| 		public bool OneSimplex { get { return b.HasValue && !c.HasValue; } } | ||||
| 		public bool TwoSimplex { get { return b.HasValue && c.HasValue; } } | ||||
| 
 | ||||
| 		public int Count => TwoSimplex ? 3 : (OneSimplex ? 2 : 1); | ||||
| 
 | ||||
| 		public Simplex2D(Vector2 a) | ||||
| 		{ | ||||
| 			this.a = a; | ||||
| 			b = null; | ||||
| 			c = null; | ||||
| 		} | ||||
| 
 | ||||
| 		public Simplex2D(Vector2 a, Vector2 b) | ||||
| 		{ | ||||
| 			this.a = a; | ||||
| 			this.b = b; | ||||
| 			c = null; | ||||
| 		} | ||||
| 
 | ||||
| 		public Simplex2D(Vector2 a, Vector2 b, Vector2 c) | ||||
| 		{ | ||||
| 			this.a = a; | ||||
| 			this.b = b; | ||||
| 			this.c = c; | ||||
| 		} | ||||
| 
 | ||||
| 		public Vector2 this[int index] | ||||
| 		{ | ||||
| 			get | ||||
| 			{ | ||||
| 				if (index == 0) { return a; } | ||||
| 				if (index == 1) { return b.Value; } | ||||
| 				if (index == 2) { return c.Value; } | ||||
| 				throw new System.IndexOutOfRangeException(); | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		public IEnumerable<Vector2> Vertices | ||||
| 		{ | ||||
| 			get | ||||
| 			{ | ||||
| 				yield return (Vector2) a; | ||||
| 				if (b.HasValue) { yield return (Vector2) b; } | ||||
| 				if (c.HasValue) { yield return (Vector2) c; } | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		public Vector2 Support(Vector2 direction, Transform2D transform) | ||||
| 		{ | ||||
| 			var maxDotProduct = float.NegativeInfinity; | ||||
| 			var maxVertex = a; | ||||
| 			foreach (var vertex in Vertices) | ||||
| 			{ | ||||
| 				var transformed = Vector2.Transform(vertex, transform.TransformMatrix); | ||||
| 				var dot = Vector2.Dot(transformed, direction); | ||||
| 				if (dot > maxDotProduct) | ||||
| 				{ | ||||
| 					maxVertex = transformed; | ||||
| 					maxDotProduct = dot; | ||||
| 				} | ||||
| 			} | ||||
| 			return maxVertex; | ||||
| 		} | ||||
| 
 | ||||
| 		public void Insert(Vector2 point, int index) | ||||
| 		{ | ||||
| 			if (index == 0) | ||||
| 			{ | ||||
| 				c = b; | ||||
| 				b = a; | ||||
| 				a = point; | ||||
| 			} | ||||
| 			else if (index == 1) | ||||
| 			{ | ||||
| 				c = b; | ||||
| 				b = point; | ||||
| 			} | ||||
| 			else | ||||
| 			{ | ||||
| 				c = point; | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		public override bool Equals(object obj) | ||||
| 		{ | ||||
| 			return obj is Simplex2D other && Equals(other); | ||||
| 		} | ||||
| 
 | ||||
| 		public bool Equals(Simplex2D other) | ||||
| 		{ | ||||
| 			if (Count != other.Count) { return false; } | ||||
| 
 | ||||
| 			return | ||||
| 				(A == other.A && B == other.B && C == other.C) || | ||||
| 				(A == other.A && B == other.C && C == other.B) || | ||||
| 				(A == other.B && B == other.A && C == other.C) || | ||||
| 				(A == other.B && B == other.C && C == other.A) || | ||||
| 				(A == other.C && B == other.A && C == other.B) || | ||||
| 				(A == other.C && B == other.B && C == other.A); | ||||
| 		} | ||||
| 
 | ||||
| 		public override int GetHashCode() | ||||
| 		{ | ||||
| 			return System.HashCode.Combine(Vertices); | ||||
| 		} | ||||
| 
 | ||||
| 		public static bool operator ==(Simplex2D a, Simplex2D b) | ||||
| 		{ | ||||
| 			return a.Equals(b); | ||||
| 		} | ||||
| 
 | ||||
| 		public static bool operator !=(Simplex2D a, Simplex2D b) | ||||
| 		{ | ||||
| 			return !(a == b); | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | @ -0,0 +1,187 @@ | |||
| using System.Collections.Generic; | ||||
| using MoonWorks.Math; | ||||
| 
 | ||||
| namespace MoonWorks.Collision | ||||
| { | ||||
| 	/// <summary> | ||||
| 	/// Used to quickly check if two shapes are potentially overlapping. | ||||
| 	/// </summary> | ||||
| 	/// <typeparam name="T">The type that will be used to uniquely identify shape-transform pairs.</typeparam> | ||||
| 	public class SpatialHash2D<T> where T : System.IEquatable<T> | ||||
| 	{ | ||||
| 		private readonly int cellSize; | ||||
| 
 | ||||
| 		private readonly Dictionary<long, HashSet<T>> hashDictionary = new Dictionary<long, HashSet<T>>(); | ||||
| 		private readonly Dictionary<T, (IHasAABB2D, Transform2D)> IDLookup = new Dictionary<T, (IHasAABB2D, Transform2D)>(); | ||||
| 
 | ||||
| 		public int MinX { get; private set; } = 0; | ||||
| 		public int MaxX { get; private set; } = 0; | ||||
| 		public int MinY { get; private set; } = 0; | ||||
| 		public int MaxY { get; private set; } = 0; | ||||
| 
 | ||||
| 		private Queue<HashSet<T>> hashSetPool = new Queue<HashSet<T>>(); | ||||
| 
 | ||||
| 		public SpatialHash2D(int cellSize) | ||||
| 		{ | ||||
| 			this.cellSize = cellSize; | ||||
| 		} | ||||
| 
 | ||||
| 		private (int, int) Hash(Vector2 position) | ||||
| 		{ | ||||
| 			return ((int) System.Math.Floor(position.X / cellSize), (int) System.Math.Floor(position.Y / cellSize)); | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Inserts an element into the SpatialHash. | ||||
| 		/// </summary> | ||||
| 		/// <param name="id">A unique ID for the shape-transform pair.</param> | ||||
| 		/// <param name="shape"></param> | ||||
| 		/// <param name="transform2D"></param> | ||||
| 		public void Insert(T id, IHasAABB2D shape, Transform2D transform2D) | ||||
| 		{ | ||||
| 			var box = shape.TransformedAABB(transform2D); | ||||
| 			var minHash = Hash(box.Min); | ||||
| 			var maxHash = Hash(box.Max); | ||||
| 
 | ||||
| 			for (var i = minHash.Item1; i <= maxHash.Item1; i++) | ||||
| 			{ | ||||
| 				for (var j = minHash.Item2; j <= maxHash.Item2; j++) | ||||
| 				{ | ||||
| 					var key = MakeLong(i, j); | ||||
| 					if (!hashDictionary.ContainsKey(key)) | ||||
| 					{ | ||||
| 						hashDictionary.Add(key, new HashSet<T>()); | ||||
| 					} | ||||
| 
 | ||||
| 					hashDictionary[key].Add(id); | ||||
| 					IDLookup[id] = (shape, transform2D); | ||||
| 				} | ||||
| 			} | ||||
| 
 | ||||
| 			MinX = System.Math.Min(MinX, minHash.Item1); | ||||
| 			MinY = System.Math.Min(MinY, minHash.Item2); | ||||
| 			MaxX = System.Math.Max(MaxX, maxHash.Item1); | ||||
| 			MaxY = System.Math.Max(MaxY, maxHash.Item2); | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Retrieves all the potential collisions of a shape-transform pair. Excludes any shape-transforms with the given ID. | ||||
| 		/// </summary> | ||||
| 		public IEnumerable<(T, IHasAABB2D, Transform2D)> Retrieve(T id, IHasAABB2D shape, Transform2D transform2D) | ||||
| 		{ | ||||
| 			var returned = AcquireHashSet(); | ||||
| 
 | ||||
| 			var box = shape.TransformedAABB(transform2D); | ||||
| 			var (minX, minY) = Hash(box.Min); | ||||
| 			var (maxX, maxY) = Hash(box.Max); | ||||
| 
 | ||||
| 			if (minX < MinX) { minX = MinX; } | ||||
| 			if (maxX > MaxX) { maxX = MaxX; } | ||||
| 			if (minY < MinY) { minY = MinY; } | ||||
| 			if (maxY > MaxY) { maxY = MaxY; } | ||||
| 
 | ||||
| 			for (var i = minX; i <= maxX; i++) | ||||
| 			{ | ||||
| 				for (var j = minY; j <= maxY; j++) | ||||
| 				{ | ||||
| 					var key = MakeLong(i, j); | ||||
| 					if (hashDictionary.ContainsKey(key)) | ||||
| 					{ | ||||
| 						foreach (var t in hashDictionary[key]) | ||||
| 						{ | ||||
| 							if (!returned.Contains(t)) | ||||
| 							{ | ||||
| 								var (otherShape, otherTransform) = IDLookup[t]; | ||||
| 								if (!id.Equals(t) && AABB2D.TestOverlap(box, otherShape.TransformedAABB(otherTransform))) | ||||
| 								{ | ||||
| 									returned.Add(t); | ||||
| 									yield return (t, otherShape, otherTransform); | ||||
| 								} | ||||
| 							} | ||||
| 						} | ||||
| 					} | ||||
| 				} | ||||
| 			} | ||||
| 
 | ||||
| 			FreeHashSet(returned); | ||||
| 		} | ||||
| 
 | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Retrieves objects based on a pre-transformed AABB. | ||||
| 		/// </summary> | ||||
| 		/// <param name="aabb">A transformed AABB.</param> | ||||
| 		/// <returns></returns> | ||||
| 		public IEnumerable<(T, IHasAABB2D, Transform2D)> Retrieve(AABB2D aabb) | ||||
| 		{ | ||||
| 			var returned = AcquireHashSet(); | ||||
| 
 | ||||
| 			var (minX, minY) = Hash(aabb.Min); | ||||
| 			var (maxX, maxY) = Hash(aabb.Max); | ||||
| 
 | ||||
| 			if (minX < MinX) { minX = MinX; } | ||||
| 			if (maxX > MaxX) { maxX = MaxX; } | ||||
| 			if (minY < MinY) { minY = MinY; } | ||||
| 			if (maxY > MaxY) { maxY = MaxY; } | ||||
| 
 | ||||
| 			for (var i = minX; i <= maxX; i++) | ||||
| 			{ | ||||
| 				for (var j = minY; j <= maxY; j++) | ||||
| 				{ | ||||
| 					var key = MakeLong(i, j); | ||||
| 					if (hashDictionary.ContainsKey(key)) | ||||
| 					{ | ||||
| 						foreach (var t in hashDictionary[key]) | ||||
| 						{ | ||||
| 							if (!returned.Contains(t)) | ||||
| 							{ | ||||
| 								var (otherShape, otherTransform) = IDLookup[t]; | ||||
| 								if (AABB2D.TestOverlap(aabb, otherShape.TransformedAABB(otherTransform))) | ||||
| 								{ | ||||
| 									yield return (t, otherShape, otherTransform); | ||||
| 								} | ||||
| 							} | ||||
| 						} | ||||
| 					} | ||||
| 				} | ||||
| 			} | ||||
| 
 | ||||
| 			FreeHashSet(returned); | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Removes everything that has been inserted into the SpatialHash. | ||||
| 		/// </summary> | ||||
| 		public void Clear() | ||||
| 		{ | ||||
| 			foreach (var hash in hashDictionary.Values) | ||||
| 			{ | ||||
| 				hash.Clear(); | ||||
| 			} | ||||
| 
 | ||||
| 			IDLookup.Clear(); | ||||
| 		} | ||||
| 
 | ||||
| 		private static long MakeLong(int left, int right) | ||||
| 		{ | ||||
| 			return ((long) left << 32) | ((uint) right); | ||||
| 		} | ||||
| 
 | ||||
| 		private HashSet<T> AcquireHashSet() | ||||
| 		{ | ||||
| 			if (hashSetPool.Count == 0) | ||||
| 			{ | ||||
| 				hashSetPool.Enqueue(new HashSet<T>()); | ||||
| 			} | ||||
| 
 | ||||
| 			var hashSet = hashSetPool.Dequeue(); | ||||
| 			hashSet.Clear(); | ||||
| 			return hashSet; | ||||
| 		} | ||||
| 
 | ||||
| 		private void FreeHashSet(HashSet<T> hashSet) | ||||
| 		{ | ||||
| 			hashSetPool.Enqueue(hashSet); | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | @ -199,6 +199,8 @@ namespace MoonWorks.Graphics | |||
| 			UsageFlags = textureCreateInfo.UsageFlags; | ||||
| 		} | ||||
| 
 | ||||
| 		public static implicit operator TextureSlice(Texture t) => new TextureSlice(t); | ||||
| 
 | ||||
| 		// Used by AcquireSwapchainTexture. | ||||
| 		// Should not be tracked, because swapchain textures are managed by Vulkan. | ||||
| 		internal Texture( | ||||
|  |  | |||
|  | @ -89,14 +89,14 @@ namespace MoonWorks.Input | |||
| 				foreach (var (sdlEnum, axis) in EnumToAxis) | ||||
| 				{ | ||||
| 					var sdlAxisValue = SDL.SDL_GameControllerGetAxis(Handle, sdlEnum); | ||||
| 					var axisValue = Normalize(sdlAxisValue, short.MinValue, short.MaxValue, -1, 1); | ||||
| 					var axisValue = MathHelper.Normalize(sdlAxisValue, short.MinValue, short.MaxValue, -1, 1); | ||||
| 					axis.Update(axisValue); | ||||
| 				} | ||||
| 
 | ||||
| 				foreach (var (sdlEnum, trigger) in EnumToTrigger) | ||||
| 				{ | ||||
| 					var sdlAxisValue = SDL.SDL_GameControllerGetAxis(Handle, sdlEnum); | ||||
| 					var axisValue = Normalize(sdlAxisValue, 0, short.MaxValue, 0, 1); | ||||
| 					var axisValue = MathHelper.Normalize(sdlAxisValue, 0, short.MaxValue, 0, 1); | ||||
| 					trigger.Update(axisValue); | ||||
| 				} | ||||
| 			} | ||||
|  | @ -177,10 +177,5 @@ namespace MoonWorks.Input | |||
| 		{ | ||||
| 			return MoonWorks.Conversions.ByteToBool(SDL.SDL_GameControllerGetButton(Handle, button)); | ||||
| 		} | ||||
| 
 | ||||
| 		private float Normalize(float value, short min, short max, short newMin, short newMax) | ||||
| 		{ | ||||
| 			return ((value - min) * (newMax - newMin)) / (max - min) + newMin; | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  |  | |||
|  | @ -331,6 +331,16 @@ namespace MoonWorks.Math | |||
| 			return angle; | ||||
| 		} | ||||
| 
 | ||||
| 		public static float Normalize(float value, short min, short max, short newMin, short newMax) | ||||
| 		{ | ||||
| 			return ((value - min) * (newMax - newMin)) / (max - min) + newMin; | ||||
| 		} | ||||
| 
 | ||||
| 		public static float Normalize(float value, float min, float max, float newMin, float newMax) | ||||
| 		{ | ||||
| 			return ((value - min) * (newMax - newMin)) / (max - min) + newMin; | ||||
| 		} | ||||
| 
 | ||||
| 		#endregion | ||||
| 
 | ||||
| 		#region Internal Static Methods | ||||
|  |  | |||
|  | @ -0,0 +1,82 @@ | |||
| namespace MoonWorks.Math | ||||
| { | ||||
| 	public struct Transform2D : System.IEquatable<Transform2D> | ||||
| 	{ | ||||
| 		public Vector2 Position { get; } | ||||
| 		public float Rotation { get; } | ||||
| 		public Vector2 Scale { get; } | ||||
| 
 | ||||
| 		public Matrix3x2 TransformMatrix { get; } | ||||
| 
 | ||||
| 		public Transform2D(Vector2 position) | ||||
| 		{ | ||||
| 			Position = position; | ||||
| 			Rotation = 0; | ||||
| 			Scale = Vector2.One; | ||||
| 			TransformMatrix = CreateTransformMatrix(Position, Rotation, Scale); | ||||
| 		} | ||||
| 
 | ||||
| 		public Transform2D(Vector2 position, float rotation) | ||||
| 		{ | ||||
| 			Position = position; | ||||
| 			Rotation = rotation; | ||||
| 			Scale = Vector2.One; | ||||
| 			TransformMatrix = CreateTransformMatrix(Position, Rotation, Scale); | ||||
| 		} | ||||
| 
 | ||||
| 		public Transform2D(Vector2 position, float rotation, Vector2 scale) | ||||
| 		{ | ||||
| 			Position = position; | ||||
| 			Rotation = rotation; | ||||
| 			Scale = scale; | ||||
| 			TransformMatrix = CreateTransformMatrix(Position, Rotation, Scale); | ||||
| 		} | ||||
| 
 | ||||
| 		public Transform2D Compose(Transform2D other) | ||||
| 		{ | ||||
| 			return new Transform2D(Position + other.Position, Rotation + other.Rotation, Scale * other.Scale); | ||||
| 		} | ||||
| 
 | ||||
| 		private static Matrix3x2 CreateTransformMatrix(Vector2 position, float rotation, Vector2 scale) | ||||
| 		{ | ||||
| 			return | ||||
| 				Matrix3x2.CreateScale(scale) * | ||||
| 				Matrix3x2.CreateRotation(rotation) * | ||||
| 				Matrix3x2.CreateTranslation(position); | ||||
| 		} | ||||
| 
 | ||||
| 		public bool Equals(Transform2D other) | ||||
| 		{ | ||||
| 			return | ||||
| 				Position == other.Position && | ||||
| 				Rotation == other.Rotation && | ||||
| 				Scale == other.Scale; | ||||
| 		} | ||||
| 
 | ||||
| 
 | ||||
|         public override bool Equals(System.Object other) | ||||
|         { | ||||
|             if (other is Transform2D otherTransform) | ||||
|             { | ||||
|                 return Equals(otherTransform); | ||||
|             } | ||||
| 
 | ||||
|             return false; | ||||
|         } | ||||
| 
 | ||||
| 		public override int GetHashCode() | ||||
| 		{ | ||||
| 			return System.HashCode.Combine(Position, Rotation, Scale); | ||||
| 		} | ||||
| 
 | ||||
| 		public static bool operator ==(Transform2D a, Transform2D b) | ||||
| 		{ | ||||
| 			return a.Equals(b); | ||||
| 		} | ||||
| 
 | ||||
| 		public static bool operator !=(Transform2D a, Transform2D b) | ||||
| 		{ | ||||
| 			return !a.Equals(b); | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | @ -878,10 +878,10 @@ namespace MoonWorks.Math | |||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Creates a new <see cref="Vector2"/> that contains a transformation of 2d-vector by the specified <see cref="Matrix4x4"/>. | ||||
| 		/// Creates a new <see cref="Vector2"/> that contains a transformation of 2d-vector by the specified <see cref="Matrix3x2"/>. | ||||
| 		/// </summary> | ||||
| 		/// <param name="position">Source <see cref="Vector2"/>.</param> | ||||
| 		/// <param name="matrix">The transformation <see cref="Matrix4x4"/>.</param> | ||||
| 		/// <param name="matrix">The transformation <see cref="Matrix3x2"/>.</param> | ||||
| 		/// <returns>Transformed <see cref="Vector2"/>.</returns> | ||||
| 		public static Vector2 Transform(Vector2 position, Matrix3x2 matrix) | ||||
| 		{ | ||||
|  | @ -999,6 +999,19 @@ namespace MoonWorks.Math | |||
| 			); | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Creates a new <see cref="Vector2"/> that contains a transformation of the specified normal by the specified <see cref="Matrix3x2"/>. | ||||
| 		/// </summary> | ||||
| 		/// <param name="normal">Source <see cref="Vector2"/> which represents a normal vector.</param> | ||||
| 		/// <param name="matrix">The transformation <see cref="Matrix3x2"/>.</param> | ||||
| 		/// <returns>Transformed normal.</returns> | ||||
|         public static Vector2 TransformNormal(Vector2 normal, Matrix3x2 matrix) | ||||
|         { | ||||
|             return new Vector2( | ||||
|                 normal.X * matrix.M11 + normal.Y * matrix.M21, | ||||
|                 normal.X * matrix.M12 + normal.Y * matrix.M22); | ||||
|         } | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Creates a new <see cref="Vector2"/> that contains a transformation of the specified normal by the specified <see cref="Matrix4x4"/>. | ||||
| 		/// </summary> | ||||
|  |  | |||
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