#pragma once #include "utils.hpp" #include #include namespace madrona_gpudrive { // This code is based on // https://www.flipcode.com/archives/2D_OBB_Intersection.shtml struct OrientedBoundingBox2D { static OrientedBoundingBox2D from(const madrona::base::Position &position, const madrona::base::Rotation &rotation, const madrona::base::Scale &scale) { float theta{utils::quatToYaw(rotation)}; madrona::math::Vector2 X{cosf(theta), sinf(theta)}; madrona::math::Vector2 Y{-sinf(theta), cosf(theta)}; X *= scale.d0; Y *= scale.d1; madrona::math::Vector2 center{.x = position.x, .y = position.y}; OrientedBoundingBox2D obb; obb.corners[0] = center - X - Y; obb.corners[1] = center + X - Y; obb.corners[2] = center + X + Y; obb.corners[3] = center - X + Y; obb.updateAxes(); return obb; } static bool hasCollided(const OrientedBoundingBox2D &obbA, const OrientedBoundingBox2D &obbB) { return obbA.overlaps(obbB) && obbB.overlaps(obbA); } void updateAxes() { axes[0] = corners[1] - corners[0]; axes[1] = corners[3] - corners[0]; // Make the length of each axes 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < 2; ++a) { axes[a] /= axes[a].length2(); origin[a] = corners[0].dot(axes[a]); } } bool overlaps(const OrientedBoundingBox2D &other) const { for (int a = 0; a < 2; ++a) { float t = other.corners[0].dot(axes[a]); // Find the extent of box 2 on axis a float tMin = t; float tMax = t; for (int c = 1; c < 4; ++c) { t = other.corners[c].dot(axes[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } // Corners of OBB in the global coordinate system madrona::math::Vector2 corners[4]; // Two edges of the box extended away from corner[0] madrona::math::Vector2 axes[2]; // origin[a] = corner[0].dot(axis[a]) float origin[2]; }; } // namespace madrona_gpudrive