archeus/src/math/rectangle.c

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#include "arc/math/rectangle.h"
#include "arc/std/bool.h"
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//VERY TEMP
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// #include <SDL.h>
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void ARC_Rect_CenterOn(ARC_Rect *rect, ARC_Rect bounds){
rect->x = (bounds.x + (bounds.w / 2)) - (rect->w / 2);
rect->y = (bounds.y + (bounds.h / 2)) - (rect->h / 2);
}
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void ARC_FRect_CenterOn(ARC_FRect *rect, ARC_FRect bounds){
rect->x = (bounds.x + (bounds.w / 2.0f)) - (rect->w / 2.0f);
rect->y = (bounds.y + (bounds.h / 2.0f)) - (rect->h / 2.0f);
}
ARC_FRect ARC_Rect_CastToFRect(ARC_Rect rect){
return (ARC_FRect){
.x = (float)rect.x,
.y = (float)rect.y,
.w = (float)rect.w,
.h = (float)rect.h,
};
}
ARC_Rect ARC_FRect_CastToRect(ARC_FRect rect){
return (ARC_Rect){
.x = (int32_t)rect.x,
.y = (int32_t)rect.y,
.w = (int32_t)rect.w,
.h = (int32_t)rect.h,
};
}
ARC_Bool ARC_Rect_Intersects(ARC_Rect rect1, ARC_Rect rect2){
if(rect1.x <= rect2.x + rect2.w && rect1.x + rect1.w >= rect2.x &&
rect1.y <= rect2.y + rect2.h && rect1.y + rect1.h >= rect2.y){
return ARC_True;
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}
return ARC_False;
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}
ARC_Bool ARC_FRect_Intersects(ARC_FRect rect1, ARC_FRect rect2){
if(rect1.x <= rect2.x + rect2.w && rect1.x + rect1.w >= rect2.x &&
rect1.y <= rect2.y + rect2.h && rect1.y + rect1.h >= rect2.y){
return ARC_True;
}
return ARC_False;
}
ARC_Bool ARC_Rect_IntersectsPoint(ARC_Rect rect, ARC_Point point){
if(rect.x <= point.x && rect.x + rect.w >= point.x &&
rect.y <= point.y && rect.y + rect.h >= point.y){
return ARC_True;
}
return ARC_False;
}
ARC_Bool ARC_FRect_IntersectsPoint(ARC_FRect rect, ARC_Point point){
if(rect.x <= point.x && rect.x + rect.w >= point.x &&
rect.y <= point.y && rect.y + rect.h >= point.y){
return ARC_True;
}
return ARC_False;
}
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int32_t ARC_Rect_LineIntersects(ARC_Rect *rect, int32_t *x1, int32_t *y1, int32_t *x2, int32_t *y2){
//TODO: Replace soon
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// return SDL_IntersectRectAndLine((SDL_Rect *) rect, x1, y1, x2, y2);
return 1;
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}
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//TODO: position 1px away from colliding, so if velocity is greater than 2px it doesn't have weird gap spacing
// might need to check diagnals as well, this is a rudamentry implementation
void ARC_FRect_CollideAndSlide(ARC_FRect *rect, ARC_Vector2 *velocity, ARC_FRect *wall){
ARC_FRect nextRectPosition = {
.x = rect->x + velocity->x,
.y = rect->y + velocity->y,
.w = rect->w,
.h = rect->h
};
//there is no collision, return
if(!ARC_FRect_Intersects(nextRectPosition, *wall)){
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return;
}
nextRectPosition.x = rect->x + velocity->x;
nextRectPosition.y = rect->y;
if(ARC_FRect_Intersects(nextRectPosition, *wall)){
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velocity->x = 0;
}
nextRectPosition.x = rect->x;
nextRectPosition.y = rect->y + velocity->y;
if(ARC_FRect_Intersects(nextRectPosition, *wall)){
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velocity->y = 0;
}
}