Reputation: 17466
class Rectangle{
public:
float x, y, width, height;
// (x,y) is the lower left corner of the rectangle
};
Is this algorithm correct?
bool Rectangle::colidesWith(Rectangle other) {
if (x+width < other.x) return false; // "other" is on the far right
if (other.x+other.width < x) return false; //"other" is on the far left
if (y+height < other.y) return false // "other" is up
if (other.y+other.height < y) return false // "other" is down
return true;
}
Upvotes: 3
Views: 1907
Reputation: 2108
To me, a more intuitive way of writing this condition is:
( max(r1.x, r2.x) < min(r1.x+r1.w, r2.x+r2.w) ) &&
( max(r1.y, r2.y) < min(r1.y+r1.h, r2.y+r2.h) )
And actually this can be generalized to any dimensionality.
Upvotes: 0
Reputation: 2778
Yep. You can view it as a special case of the hyperplane separation theorem which is the general version of this problem. You are projecting these rectangles onto the X and Y axis and then checking that the resulting line segments have some separation between them.
Upvotes: 4
Reputation: 46943
It is if the rectangles are filled (i.e. you count as collision the case in which one of them is inside the other).
Upvotes: 5