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AABB.cpp
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260 lines (198 loc) · 5.16 KB
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#include "AABB.h"
#include "Circle.h"
#include "OBB.h"
#include "Capsule.h"
#include "Triangle.h"
#include "ConvexHull.h"
AABB::AABB(Vector2D *center, Vector2D size)
: ColliderShape(center, size)
{
}
AABB::~AABB()
{
}
Vector2D AABB::GetCenter() const
{
return Vector2D(_center->_x, _center->_y);
}
double AABB::GetMinX() const
{
auto size = GetSize();
return _center->_x - size._x / 2;
}
double AABB::GetMaxX() const
{
auto size = GetSize();
return _center->_x + size._x / 2;
}
double AABB::GetMinY() const
{
auto size = GetSize();
return _center->_y - size._y / 2;
}
double AABB::GetMaxY() const
{
auto size = GetSize();
return _center->_y + size._y / 2;
}
bool AABB::CollisionWith(const ColliderShape *collider) const
{
return collider->CollisionDetection(this);
}
bool AABB::CollisionDetection(const Circle *collider) const
{
return collider->CollisionDetection(this);
}
bool AABB::CollisionDetection(const AABB *collider) const
{
return (collider->GetMinX() < GetMaxX()
&& collider->GetMaxX() > GetMinX()
&& collider->GetMinY() < GetMaxY()
&& collider->GetMaxY() > GetMinY());
}
bool AABB::CollisionDetection(const OBB *collider) const
{
return collider->CollisionDetection(this);
}
bool AABB::CollisionDetection(const Capsule *collider) const
{
return collider->CollisionDetection(this);
}
bool AABB::CollisionDetection(const Triangle *collider) const
{
return false;
}
bool AABB::CollisionDetection(const ConvexHull *collider) const
{
return collider->CollisionDetection(this);
}
Vector2D AABB::CalcDump(const ColliderShape *collider) const
{
return collider->CalcDumpWith(this);
}
Vector2D AABB::CalcDumpWith(const Circle *collider) const
{
Vector2D vec = collider->CalcDumpWith(this);
return vec * -1;
}
Vector2D AABB::CalcDumpWith(const AABB *collider) const
{
//上下のめり込み度
double upperIntersection = GetMaxY() - collider->GetMinY();
double lowerIntersection = collider->GetMaxY() - GetMinY();
//左右のめり込み度
double leftIntersection = GetMaxX() - collider->GetMinX();
double rightIntersection = collider->GetMaxX() - GetMinX();
//水平方向と垂直方向のめり込み度
double verticalIntersection;
double horizontalIntersection;
Vector2D dir(*_center, *collider->_center);
//上下の判定
if (0 < dir._y * Vector2D::down._y)
{
verticalIntersection = -upperIntersection;
}
else
{
verticalIntersection = lowerIntersection;
}
//左右の判定
if (0 < dir._x * Vector2D::right._x)
{
horizontalIntersection = -leftIntersection;
}
else
{
horizontalIntersection = rightIntersection;
}
//小さい方のめり込みを解除
if (horizontalIntersection * horizontalIntersection
> verticalIntersection * verticalIntersection)
{
return Vector2D(0, verticalIntersection);
}
return Vector2D(horizontalIntersection, 0);
}
Vector2D AABB::CalcDumpWith(const OBB *collider) const
{
Vector2D vec = collider->CalcDumpWith(this);
return vec * -1;
}
Vector2D AABB::CalcDumpWith(const Capsule *collider) const
{
Vector2D vec = collider->CalcDumpWith(this);
return vec * -1;
}
Vector2D AABB::CalcDumpWith(const Triangle *collider) const
{
return Vector2D::zero;
}
Vector2D AABB::CalcDumpWith(const ConvexHull *collider) const
{
Vector2D vec = collider->CalcDumpWith(this);
return vec * -1;
}
double AABB::SqDistFromPoint(const Vector2D *point) const
{
double sqDist = 0.0;
//各軸に対して、AABBから点がはみ出ていた場合の距離を計算。
double Dist = point->_x;
//点がAABBの外にあったらその軸の距離を加算
if (point->_x < GetMinX())
{
sqDist += (GetMinX() - point->_x) * (GetMinX() - point->_x);
}
else if (GetMaxX()< point->_x)
{
sqDist += (point->_x - GetMaxX()) * (point->_x - GetMaxX());
}
Dist = point->_y;
if (point->_y < GetMinY())
{
sqDist += (GetMinY() - point->_y) * (GetMinY() - point->_y);
}
else if (GetMaxY()< point->_y)
{
sqDist += (point->_y - GetMaxY()) * (point->_y - GetMaxY());
}
//距離の平方を返す
return sqDist;
}
Vector2D AABB::GetClosestPoint(const Vector2D *point) const
{
Vector2D closest;
//点がAABBの外にあったらその軸の距離を加算
if (point->_x < GetMinX())
{
closest._x = GetMinX();
}
else if (GetMaxX() < point->_x)
{
closest._x = GetMaxX();
}
else
closest._x = point->_x;
//点がAABBの外にあったらその軸の距離を加算
if (point->_y < GetMinY())
{
closest._y = GetMinY();
}
else if (GetMaxY() < point->_y)
{
closest._y = GetMaxY();
}
else
closest._y = point->_y;
return closest;
}
std::vector<Vector2D> AABB::GetVertexes() const
{
std::vector<Vector2D> vertexes
{
Vector2D(GetMinX(), GetMinY())
, Vector2D(GetMaxX(), GetMinY())
, Vector2D(GetMaxX(), GetMaxY())
, Vector2D(GetMinX(), GetMaxY())
};
return std::move(vertexes);
}