bool Geometric2DCollection::Collides(const Geometric2DCollection& geom,int obstacle) const { for(size_t i=0;i<geom.aabbs.size();i++) { Box2D box; box.set(geom.aabbs[i]); if(Collides(box,obstacle)) return true; } for(size_t i=0;i<geom.boxes.size();i++) if(Collides(geom.boxes[i],obstacle)) return true; for(size_t i=0;i<geom.circles.size();i++) if(Collides(geom.circles[i],obstacle)) return true; for(size_t i=0;i<geom.triangles.size();i++) if(Collides(geom.triangles[i],obstacle)) return true; return false; }
bool Geometric2DCollection::Collides(const Triangle2D& tri) const { for(size_t i=0;i<aabbs.size();i++) { Box2D box; box.set(aabbs[i]); if(box.intersects(tri)) return true; } for(size_t i=0;i<boxes.size();i++) if(boxes[i].intersects(tri)) return true; for(size_t i=0;i<circles.size();i++) if(tri.closestPoint(circles[i].center).distanceSquared(circles[i].center) < Sqr(circles[i].radius)) return true; for(size_t i=0;i<triangles.size();i++) if(tri.intersects(triangles[i])) return true; return false; }
bool Geometric2DCollection::Collides(const Triangle2D& t,int obstacle) const { Type type=ObstacleType(obstacle); int index = ObstacleIndex(obstacle); switch(type) { case AABB: { Box2D box; box.set(aabbs[index]); return box.intersects(t); } case Triangle: return triangles[index].intersects(t); case Box: return boxes[index].intersects(t); case Circle: { return (t.closestPoint(circles[index].center).distanceSquared(circles[index].center) < Sqr(circles[index].radius)); } } abort(); return false; }