package govector func Intersection(p1, p2 Point2d, v1, v2 Vector2d) (bool, Point2d) { t := p2.Sub(p1).Cross(v2) / v1.Cross(v2) s := p2.Sub(p1).Cross(v1) / v1.Cross(v2) if t > 0 && t < 1 && s > 0 && s < 1 { return true, p1.Add(v1.Scale(t)) } return false, Point2d{0, 0} } func RectRectIntersection(r1 AABB2d, r2 AABB2d) bool { return (r1.A.X < r2.B.X && r1.B.X > r2.A.X && r1.A.Y < r2.B.Y && r1.B.Y > r2.A.Y) } func RectIntersection(r AABB2d, p Point2d, v Vector2d) (bool, bool, Point2d) { collision := false inside := false start_inside := PointInRect(p, r) end_inside := PointInRect(p.Add(v), r) if start_inside && end_inside { inside = true return collision, inside, p } else { wall_left, col1 := Intersection(p, r.A, v, Vector2d{X: 0, Y: r.B.Y - r.A.Y}) if wall_left { return wall_left, inside, col1 } wall_top, col2 := Intersection(p, r.A, v, Vector2d{X: r.B.X - r.A.X, Y: 0}) if wall_top { return wall_top, inside, col2 } wall_right, col3 := Intersection(p, r.B, v, Vector2d{X: 0, Y: -r.B.Y + r.A.Y}) if wall_right { return wall_right, inside, col3 } wall_bottom, col4 := Intersection(p, r.B, v, Vector2d{X: -r.B.X + r.A.X, Y: 0}) if wall_bottom { return wall_bottom, inside, col4 } return false, false, p } } func ProjectPolygon(axis Vector2d, p Polygon2d) (min float32, max float32) { min = axis.Dot(p.Points[0]) max = min for _, point := range p.Points { d := axis.Dot(point) if d < min { min = d } else { if d > max { max = d } } } return min, max } func PolygonIntersection(r Polygon2d, p Point2d, v Vector2d) (bool, Point2d) { for point, _ := range r.Points { if point == len(r.Points) { break } edgePt, edgeVec := r.Edge(point) intersection, pt := Intersection(p, edgePt, v, edgeVec) if intersection { return intersection, pt } } return false, Point2d{} } func PolyPolyIntersection(p1 Polygon2d, v1 Vector2d, p2 Polygon2d, v2 Vector2d) bool { return false }