const SHAPE_LINE_CHAIN PNS_SOLID::Hull( int aClearance, int aWalkaroundThickness ) const { int cl = aClearance + aWalkaroundThickness / 2; switch( m_shape->Type() ) { case SH_RECT: { SHAPE_RECT* rect = static_cast<SHAPE_RECT*>( m_shape ); return OctagonalHull( rect->GetPosition(), rect->GetSize(), cl + 1, 0.2 * cl ); } case SH_CIRCLE: { SHAPE_CIRCLE* circle = static_cast<SHAPE_CIRCLE*>( m_shape ); int r = circle->GetRadius(); return OctagonalHull( circle->GetCenter() - VECTOR2I( r, r ), VECTOR2I( 2 * r, 2 * r ), cl + 1, 0.52 * ( r + cl ) ); } case SH_SEGMENT: { SHAPE_SEGMENT* seg = static_cast<SHAPE_SEGMENT*> ( m_shape ); return SegmentHull( *seg, aClearance, aWalkaroundThickness ); } default: break; } return SHAPE_LINE_CHAIN(); }
static inline bool Collide( const SHAPE_RECT& aA, const SHAPE_LINE_CHAIN& aB, int aClearance, bool aNeedMTV, VECTOR2I& aMTV ) { for( int s = 0; s < aB.SegmentCount(); s++ ) { SEG seg = aB.CSegment( s ); if( aA.Collide( seg, aClearance ) ) return true; } return false; }
static inline bool Collide( const SHAPE_RECT& aA, const SHAPE_CIRCLE& aB, int aClearance, bool aNeedMTV, VECTOR2I& aMTV ) { const VECTOR2I c = aB.GetCenter(); const VECTOR2I p0 = aA.GetPosition(); const VECTOR2I size = aA.GetSize(); const int r = aB.GetRadius(); const int min_dist = aClearance + r; const VECTOR2I vts[] = { VECTOR2I( p0.x, p0.y ), VECTOR2I( p0.x, p0.y + size.y ), VECTOR2I( p0.x + size.x, p0.y + size.y ), VECTOR2I( p0.x + size.x, p0.y ), VECTOR2I( p0.x, p0.y ) }; int nearest_seg_dist = INT_MAX; VECTOR2I nearest; bool inside = c.x >= p0.x && c.x <= ( p0.x + size.x ) && c.y >= p0.y && c.y <= ( p0.y + size.y ); if( !aNeedMTV && inside ) return true; for( int i = 0; i < 4; i++ ) { const SEG seg( vts[i], vts[i + 1] ); VECTOR2I pn = seg.NearestPoint( c ); int d = ( pn - c ).EuclideanNorm(); if( ( d < min_dist ) && !aNeedMTV ) return true; if( d < nearest_seg_dist ) { nearest = pn; nearest_seg_dist = d; } } if( nearest_seg_dist >= min_dist && !inside ) return false; VECTOR2I delta = c - nearest; if( !aNeedMTV ) return true; if( inside ) aMTV = -delta.Resize( abs( min_dist + 1 + nearest_seg_dist ) + 1 ); else aMTV = delta.Resize( abs( min_dist + 1 - nearest_seg_dist ) + 1 ); return true; }
static inline bool Collide( const SHAPE_RECT& aA, const SHAPE_RECT& aB, int aClearance, bool aNeedMTV, VECTOR2I& aMTV ) { return Collide( aA.Outline(), aB.Outline(), aClearance, aNeedMTV, aMTV ); }
static inline bool Collide( const SHAPE_RECT& aA, const SHAPE_SEGMENT& aSeg, int aClearance, bool aNeedMTV, VECTOR2I& aMTV ) { return aA.Collide( aSeg.GetSeg(), aClearance + aSeg.GetWidth() / 2 ); }
static inline bool Collide( const SHAPE_RECT& aA, const SHAPE_CIRCLE& aB, int aClearance, bool aNeedMTV, VECTOR2I& aMTV ) { const VECTOR2I c = aB.GetCenter(); const VECTOR2I p0 = aA.GetPosition(); const VECTOR2I size = aA.GetSize(); const ecoord r = aB.GetRadius(); const ecoord min_dist = aClearance + r; const ecoord min_dist_sq = min_dist * min_dist; if( aA.BBox( 0 ).Contains( c ) ) return true; const VECTOR2I vts[] = { VECTOR2I( p0.x, p0.y ), VECTOR2I( p0.x, p0.y + size.y ), VECTOR2I( p0.x + size.x, p0.y + size.y ), VECTOR2I( p0.x + size.x, p0.y ), VECTOR2I( p0.x, p0.y ) }; ecoord nearest_seg_dist_sq = VECTOR2I::ECOORD_MAX; VECTOR2I nearest; bool inside = c.x >= p0.x && c.x <= ( p0.x + size.x ) && c.y >= p0.y && c.y <= ( p0.y + size.y ); if( !inside ) { for( int i = 0; i < 4; i++ ) { const SEG seg( vts[i], vts[i + 1] ); ecoord dist_sq = seg.SquaredDistance( c ); if( dist_sq < min_dist_sq ) { if( !aNeedMTV ) return true; else { nearest = seg.NearestPoint( c ); nearest_seg_dist_sq = dist_sq; } } } } if( nearest_seg_dist_sq >= min_dist_sq && !inside ) return false; VECTOR2I delta = c - nearest; if( !aNeedMTV ) return true; if( inside ) aMTV = -delta.Resize( sqrt( abs( r * r + nearest_seg_dist_sq ) + 1 ) ); else aMTV = delta.Resize( sqrt( abs( r * r - nearest_seg_dist_sq ) + 1 ) ); return true; }