Created
December 22, 2014 22:36
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foreach (var wall in walls) | |
{ | |
/* | |
╔═T═╗ | |
L R | |
╚═B═╝ | |
*/ | |
var bounds = wall.Bounds; | |
var point = Vector2.Zero; | |
var top = bounds.Top; | |
var bottom = bounds.Bottom; | |
var left = bounds.Left; | |
var right = bounds.Right; | |
var x = current.Position.X; | |
var y = current.Position.Y; | |
#region Corners | |
if (x < left && y < top) | |
{ | |
point = new Vector2(left, top); | |
if (current.HasOverlap(point)) | |
{ | |
hasAnyOverlap = true; | |
var dx = current.Position.X - point.X; | |
var dy = current.Position.Y - point.Y; | |
var sr = current.Radius; | |
var d = Math.Sqrt(dx * dx + dy * dy); | |
current.Position.X = (Single)(point.X + (dx / d) * sr); | |
current.Position.Y = (Single)(point.Y + (dy / d) * sr); | |
} | |
} | |
if (x > right && y < top) | |
{ | |
point = new Vector2(right, top); | |
if (current.HasOverlap(point)) | |
{ | |
hasAnyOverlap = true; | |
var dx = current.Position.X - point.X; | |
var dy = current.Position.Y - point.Y; | |
var sr = current.Radius; | |
var d = Math.Sqrt(dx * dx + dy * dy); | |
current.Position.X = (Single)(point.X + (dx / d) * sr); | |
current.Position.Y = (Single)(point.Y + (dy / d) * sr); | |
} | |
} | |
if (x < left && y > bottom) | |
{ | |
point = new Vector2(left, bottom); | |
if (current.HasOverlap(point)) | |
{ | |
hasAnyOverlap = true; | |
var dx = current.Position.X - point.X; | |
var dy = current.Position.Y - point.Y; | |
var sr = current.Radius; | |
var d = Math.Sqrt(dx * dx + dy * dy); | |
current.Position.X = (Single)(point.X + (dx / d) * sr); | |
current.Position.Y = (Single)(point.Y + (dy / d) * sr); | |
} | |
} | |
if (x > right && y > bottom) | |
{ | |
point = new Vector2(right, bottom); | |
if (current.HasOverlap(point)) | |
{ | |
hasAnyOverlap = true; | |
var dx = current.Position.X - point.X; | |
var dy = current.Position.Y - point.Y; | |
var sr = current.Radius; | |
var d = Math.Sqrt(dx * dx + dy * dy); | |
current.Position.X = (Single)(point.X + (dx / d) * sr); | |
current.Position.Y = (Single)(point.Y + (dy / d) * sr); | |
} | |
} | |
#endregion Corners | |
#region Edges | |
if (x > left && x < right && y < top) | |
{ | |
hasAnyOverlap = true; | |
if (y + current.Radius > top) | |
current.Position.Y = top - current.Radius; | |
} | |
if (x > left && x < right && y > bottom) | |
{ | |
hasAnyOverlap = true; | |
if (y - current.Radius < bottom) | |
current.Position.Y = bottom + current.Radius; | |
} | |
if (y > top && y < bottom && x < left) | |
{ | |
hasAnyOverlap = true; | |
if (x + current.Radius > left) | |
current.Position.X = left - current.Radius; | |
} | |
if (y > top && y < bottom && x > left) | |
{ | |
hasAnyOverlap = true; | |
if (x - current.Radius < right) | |
current.Position.X = right + current.Radius; | |
} | |
#endregion Edges | |
} |
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