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| namespace madrona_gpudrive { | |
| // This code is based on | |
| // https://www.flipcode.com/archives/2D_OBB_Intersection.shtml | |
| struct OrientedBoundingBox2D { | |
| static OrientedBoundingBox2D from(const madrona::base::Position &position, | |
| const madrona::base::Rotation &rotation, | |
| const madrona::base::Scale &scale) { | |
| float theta{utils::quatToYaw(rotation)}; | |
| madrona::math::Vector2 X{cosf(theta), sinf(theta)}; | |
| madrona::math::Vector2 Y{-sinf(theta), cosf(theta)}; | |
| X *= scale.d0; | |
| Y *= scale.d1; | |
| madrona::math::Vector2 center{.x = position.x, .y = position.y}; | |
| OrientedBoundingBox2D obb; | |
| obb.corners[0] = center - X - Y; | |
| obb.corners[1] = center + X - Y; | |
| obb.corners[2] = center + X + Y; | |
| obb.corners[3] = center - X + Y; | |
| obb.updateAxes(); | |
| return obb; | |
| } | |
| static bool hasCollided(const OrientedBoundingBox2D &obbA, | |
| const OrientedBoundingBox2D &obbB) { | |
| return obbA.overlaps(obbB) && obbB.overlaps(obbA); | |
| } | |
| void updateAxes() { | |
| axes[0] = corners[1] - corners[0]; | |
| axes[1] = corners[3] - corners[0]; | |
| // Make the length of each axes 1/edge length so we know any | |
| // dot product must be less than 1 to fall within the edge. | |
| for (int a = 0; a < 2; ++a) { | |
| axes[a] /= axes[a].length2(); | |
| origin[a] = corners[0].dot(axes[a]); | |
| } | |
| } | |
| bool overlaps(const OrientedBoundingBox2D &other) const { | |
| for (int a = 0; a < 2; ++a) { | |
| float t = other.corners[0].dot(axes[a]); | |
| // Find the extent of box 2 on axis a | |
| float tMin = t; | |
| float tMax = t; | |
| for (int c = 1; c < 4; ++c) { | |
| t = other.corners[c].dot(axes[a]); | |
| if (t < tMin) { | |
| tMin = t; | |
| } else if (t > tMax) { | |
| tMax = t; | |
| } | |
| } | |
| // We have to subtract off the origin | |
| // See if [tMin, tMax] intersects [0, 1] | |
| if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { | |
| // There was no intersection along this dimension; | |
| // the boxes cannot possibly overlap. | |
| return false; | |
| } | |
| } | |
| // There was no dimension along which there is no intersection. | |
| // Therefore the boxes overlap. | |
| return true; | |
| } | |
| // Corners of OBB in the global coordinate system | |
| madrona::math::Vector2 corners[4]; | |
| // Two edges of the box extended away from corner[0] | |
| madrona::math::Vector2 axes[2]; | |
| // origin[a] = corner[0].dot(axis[a]) | |
| float origin[2]; | |
| }; | |
| } // namespace madrona_gpudrive | |