common/geometry: rouding error fixes

This commit is contained in:
Tomasz Wlostowski 2015-06-12 17:11:50 +02:00 committed by Maciej Suminski
parent 2daaf084be
commit 9cf885c383
3 changed files with 35 additions and 31 deletions

View File

@ -350,3 +350,34 @@ bool SHAPE::Collide( const SHAPE* aShape, int aClerance ) const
return CollideShapes( this, aShape, aClerance, false, dummy ); return CollideShapes( this, aShape, aClerance, false, dummy );
} }
bool SHAPE_RECT::Collide( const SEG& aSeg, int aClearance ) const
{
//VECTOR2I pmin = VECTOR2I( std::min( aSeg.a.x, aSeg.b.x ), std::min( aSeg.a.y, aSeg.b.y ) );
//VECTOR2I pmax = VECTOR2I( std::max( aSeg.a.x, aSeg.b.x ), std::max( aSeg.a.y, aSeg.b.y ));
//BOX2I r( pmin, VECTOR2I( pmax.x - pmin.x, pmax.y - pmin.y ) );
//if( BBox( 0 ).SquaredDistance( r ) > aClearance * aClearance )
// return false;
if( BBox( 0 ).Contains( aSeg.A ) || BBox( 0 ).Contains( aSeg.B ) )
return true;
VECTOR2I vts[] = { VECTOR2I( m_p0.x, m_p0.y ),
VECTOR2I( m_p0.x, m_p0.y + m_h ),
VECTOR2I( m_p0.x + m_w, m_p0.y + m_h ),
VECTOR2I( m_p0.x + m_w, m_p0.y ),
VECTOR2I( m_p0.x, m_p0.y ) };
for( int i = 0; i < 4; i++ )
{
SEG s( vts[i], vts[i + 1], i );
int64_t dist = s.Distance( aSeg );
if( s.Distance( aSeg ) < aClearance )
return true;
}
return false;
}

View File

@ -90,34 +90,7 @@ public:
} }
/// @copydoc SHAPE::Collide() /// @copydoc SHAPE::Collide()
bool Collide( const SEG& aSeg, int aClearance = 0 ) const bool Collide( const SEG& aSeg, int aClearance = 0 ) const;
{
//VECTOR2I pmin = VECTOR2I( std::min( aSeg.a.x, aSeg.b.x ), std::min( aSeg.a.y, aSeg.b.y ) );
//VECTOR2I pmax = VECTOR2I( std::max( aSeg.a.x, aSeg.b.x ), std::max( aSeg.a.y, aSeg.b.y ));
//BOX2I r( pmin, VECTOR2I( pmax.x - pmin.x, pmax.y - pmin.y ) );
//if( BBox( 0 ).SquaredDistance( r ) > aClearance * aClearance )
// return false;
if( BBox( 0 ).Contains( aSeg.A ) || BBox( 0 ).Contains( aSeg.B ) )
return true;
VECTOR2I vts[] = { VECTOR2I( m_p0.x, m_p0.y ),
VECTOR2I( m_p0.x, m_p0.y + m_h ),
VECTOR2I( m_p0.x + m_w, m_p0.y + m_h ),
VECTOR2I( m_p0.x + m_w, m_p0.y ),
VECTOR2I( m_p0.x, m_p0.y ) };
for( int i = 0; i < 4; i++ )
{
SEG s( vts[i], vts[i + 1], i );
if( s.Distance( aSeg ) <= aClearance )
return true;
}
return false;
}
/** /**
* Function GetPosition() * Function GetPosition()

View File

@ -49,17 +49,17 @@ public:
const BOX2I BBox( int aClearance = 0 ) const const BOX2I BBox( int aClearance = 0 ) const
{ {
return BOX2I( m_seg.A, m_seg.B - m_seg.A ).Inflate( aClearance + m_width / 2 ); return BOX2I( m_seg.A, m_seg.B - m_seg.A ).Inflate( aClearance + (m_width + 1) / 2 );
} }
bool Collide( const SEG& aSeg, int aClearance = 0 ) const bool Collide( const SEG& aSeg, int aClearance = 0 ) const
{ {
return m_seg.Distance( aSeg ) <= m_width / 2 + aClearance; return m_seg.Distance( aSeg ) < (m_width + 1) / 2 + aClearance;
} }
bool Collide( const VECTOR2I& aP, int aClearance = 0 ) const bool Collide( const VECTOR2I& aP, int aClearance = 0 ) const
{ {
return m_seg.Distance( aP ) <= m_width / 2 + aClearance; return m_seg.Distance( aP ) <= (m_width + 1) / 2 + aClearance;
} }
void SetSeg( const SEG& aSeg ) void SetSeg( const SEG& aSeg )