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Simple implementation of tavianator's branchless aabb->segment collision algo with SFML vectors
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#include <cmath> | |
#include <SFML/Graphics.hpp> | |
struct AABB | |
{ | |
sf::Vector2f origin; | |
sf::Vector2f size; | |
}; | |
struct Segment | |
{ | |
sf::Vector2f x0; //source | |
sf::Vector2f x1; //destination | |
sf::Vector2f n(){return x1 - x0;}; //direction | |
sf::Vector2f inverseDirection(){return {1 / n().x, 1 / n().y};}; | |
}; | |
bool intersection(AABB b, Segment r) { | |
double tx1 = (b.origin.x - r.x0.x) * r.inverseDirection().x; | |
double tx2 = ((b.origin.x + b.size.x) - r.x0.x) * r.inverseDirection().x; | |
double tmin = fmin(tx1, tx2); | |
double tmax = fmax(tx1, tx2); | |
double ty1 = (b.origin.y - r.x0.y) * r.inverseDirection().y; | |
double ty2 = ((b.origin.y + b.size.y) - r.x0.y) * r.inverseDirection().y; | |
tmin = fmax(tmin, fmin(ty1, ty2)); | |
tmax = fmin(tmax, fmax(ty1, ty2)); | |
return tmax >= tmin; | |
} | |
int main() | |
{ | |
AABB r = {{100,100},{100,100}}; | |
Segment s = {{50,50},{300,310}}; | |
Segment nonIntersect = {{210,280},{210,290}}; | |
puts(intersection(r, s)? "Yes" : "No"); | |
puts(intersection(r, nonIntersect)? "Yes" : "No"); | |
} |
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