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- /**
- * Returns whether a circle is within view of an object at the origin
- * facing some direction.
- *
- * @param origin
- * The origin of the view.
- * @param direction
- * The direction of the view, must be a normalized vector.
- * @param fov
- * The vector where x=cos(FOV/2) and y=sin(FOV/2), must be normalized by definition.
- * @param circle
- * The center of the circle.
- * @param radius
- * The radius of the circle.
- * @param entirely
- * True if this method should return whether the circle is completely
- * within view, or false if this method should return whether the circle
- * is partially within view.
- * @return
- * True if the target is in view, otherwise false.
- */
- public static boolean isCircleInView( Vector origin, Vector direction, Vector fov, Vector circle, float radius, boolean entirely )
- {
- // Calculate upper and lower vectors
- // Calculate forward vector between target and origin
- // Rotate forward by upper, resulting vector.y is the distance from upper to target
- // Rotate forward by lower, resulting vector.y is the distance from lower to target
- // If it doesn't matter if it's entirely in view, add radius*2 to the distances.
- float fovy = Math.abs( fov.y );
- float dxfx = direction.x * fov.x;
- float dxfy = direction.x * fovy;
- float dyfx = direction.y * fov.x;
- float dyfy = direction.y * fovy;
- float upperX = (dxfx - dyfy);
- float upperY = (dxfy + dyfx);
- float lowerX = (dxfx + dyfy);
- float lowerY = (dyfx - dxfy);
- float forwardX = circle.x - origin.x;
- float forwardY = circle.y - origin.y;
- float upperDist = (upperX * forwardY + upperY * forwardX);
- float lowerDist =-(lowerX * forwardY + lowerY * forwardX);
- if (!entirely)
- {
- upperDist += radius * 2;
- lowerDist += radius * 2;
- }
- return (lowerDist >= radius && upperDist >= radius) || // FOV <= 90
- (fov.x < 0 && (upperDist >= radius || lowerDist >= radius)); // FOV >= 90
- }
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