Can someone explain how to check if one rotated rectangle intersect other rectangle?
A Type(Java)Script implementation with a toggle to (ex)include "Touch" situations:
class Position {
private _x: number;
private _y: number;
public constructor(x: number = null, y: number = null) {
this._x = x;
this._y = y;
}
public get x() { return this._x; }
public set x(value: number) { this._x = value; }
public get y() { return this._y; }
public set y(value: number) { this._y = value; }
}
class Polygon {
private _positions: Array;
public constructor(positions: Array = null) {
this._positions = positions;
}
public addPosition(position: Position) {
if (!position) {
return;
}
if (!this._positions) {
this._positions = new Array();
}
this._positions.push(position);
}
public get positions(): ReadonlyArray { return this._positions; }
/**
* https://stackoverflow.com/a/12414951/468910
*
* Helper function to determine whether there is an intersection between the two polygons described
* by the lists of vertices. Uses the Separating Axis Theorem
*
* @param polygonToCompare a polygon to compare with
* @param allowTouch consider it an intersection when polygons only "touch"
* @return true if there is any intersection between the 2 polygons, false otherwise
*/
public isIntersecting(polygonToCompare: Polygon, allowTouch: boolean = true): boolean {
const polygons: Array> = [this.positions, polygonToCompare.positions]
const firstPolygonPositions: ReadonlyArray = polygons[0];
const secondPolygonPositions: ReadonlyArray = polygons[1];
let minA, maxA, projected, i, i1, j, minB, maxB;
for (i = 0; i < polygons.length; i++) {
// for each polygon, look at each edge of the polygon, and determine if it separates
// the two shapes
const polygon = polygons[i];
for (i1 = 0; i1 < polygon.length; i1++) {
// grab 2 vertices to create an edge
const i2 = (i1 + 1) % polygon.length;
const p1 = polygon[i1];
const p2 = polygon[i2];
// find the line perpendicular to this edge
const normal = {
x: p2.y - p1.y,
y: p1.x - p2.x
};
minA = maxA = undefined;
// for each vertex in the first shape, project it onto the line perpendicular to the edge
// and keep track of the min and max of these values
for (j = 0; j < firstPolygonPositions.length; j++) {
projected = normal.x * firstPolygonPositions[j].x + normal.y * firstPolygonPositions[j].y;
if (!minA || projected < minA || (!allowTouch && projected === minA)) {
minA = projected;
}
if (!maxA || projected > maxA || (!allowTouch && projected === maxA)) {
maxA = projected;
}
}
// for each vertex in the second shape, project it onto the line perpendicular to the edge
// and keep track of the min and max of these values
minB = maxB = undefined;
for (j = 0; j < secondPolygonPositions.length; j++) {
projected = normal.x * secondPolygonPositions[j].x + normal.y * secondPolygonPositions[j].y;
if (!minB || projected < minB || (!allowTouch && projected === minB)) {
minB = projected;
}
if (!maxB || projected > maxB || (!allowTouch && projected === maxB)) {
maxB = projected;
}
}
// if there is no overlap between the projects, the edge we are looking at separates the two
// polygons, and we know there is no overlap
if (maxA < minB || (!allowTouch && maxA === minB) || maxB < minA || (!allowTouch && maxB === minA)) {
return false;
}
}
}
return true;
}