private List<ShapeInfo> PickShapes(RigidBody body, Vector2 worldCoord, Vector2 worldSize)
{
Rect worldRect = new Rect(worldCoord.X, worldCoord.Y, worldSize.X, worldSize.Y);
// Do a physical picking operation
List<ShapeInfo> result = body.PickShapes(worldCoord, worldSize);
// Special case for LoopShapes, because they are by definition unpickable
foreach (LoopShapeInfo loop in body.Shapes.OfType<LoopShapeInfo>())
{
bool hit = false;
for (int i = 0; i < loop.Vertices.Length; i++)
{
Vector2 worldV1 = body.GameObj.Transform.GetWorldPoint(loop.Vertices[i]);
Vector2 worldV2 = body.GameObj.Transform.GetWorldPoint(loop.Vertices[(i + 1) % loop.Vertices.Length]);
hit = hit || MathF.LinesCross(
worldRect.TopLeft.X,
worldRect.TopLeft.Y,
worldRect.TopRight.X,
worldRect.TopRight.Y,
worldV1.X, worldV1.Y, worldV2.X, worldV2.Y);
hit = hit || MathF.LinesCross(
worldRect.TopLeft.X,
worldRect.TopLeft.Y,
worldRect.BottomLeft.X,
worldRect.BottomLeft.Y,
worldV1.X, worldV1.Y, worldV2.X, worldV2.Y);
hit = hit || MathF.LinesCross(
worldRect.BottomRight.X,
worldRect.BottomRight.Y,
worldRect.TopRight.X,
worldRect.TopRight.Y,
worldV1.X, worldV1.Y, worldV2.X, worldV2.Y);
hit = hit || MathF.LinesCross(
worldRect.BottomRight.X,
worldRect.BottomRight.Y,
worldRect.BottomLeft.X,
worldRect.BottomLeft.Y,
worldV1.X, worldV1.Y, worldV2.X, worldV2.Y);
hit = hit || worldRect.Contains(worldV1) || worldRect.Contains(worldV2);
if (hit) break;
}
if (hit)
{
result.Add(loop);
continue;
}
}
return result;
}