collide and slide function for FRect
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2 changed files with 43 additions and 0 deletions
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@ -3,6 +3,7 @@
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#include <stdint.h>
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#include "point.h"
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#include "vector2.h"
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#ifdef __cplusplus
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extern "C" {
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@ -118,6 +119,21 @@ int32_t ARC_FRect_IntersectsPoint(ARC_FRect *rect, ARC_Point *point);
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*/
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int32_t ARC_Rect_LineIntersects(ARC_Rect *rect, int32_t *x1, int32_t *y1, int32_t *x2, int32_t *y2);
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/**
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* @brief checks for a ARC_Rect on ARC_Rect collision and slides on collision
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*
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* @note need to update this documenation to word it better
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*
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* @param rect ARC_Rect that might collide with the wall
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* @param velocity the ammount ARC_Rect will move
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* @param wall ARC_Rect that might have collision with rect
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*
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* @note velocity is updated based on colliding,
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* rect's values are not changed,
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* velocity should be applied after
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*/
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void ARC_FRect_CollideAndSlide(ARC_FRect *rect, ARC_Vector2 *velocity, ARC_FRect *wall);
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#ifdef __cplusplus
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}
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#endif
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@ -69,3 +69,30 @@ int32_t ARC_Rect_LineIntersects(ARC_Rect *rect, int32_t *x1, int32_t *y1, int32_
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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
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// might need to check diagnals as well, this is a rudamentry implementation
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void ARC_FRect_CollideAndSlide(ARC_FRect *rect, ARC_Vector2 *velocity, ARC_FRect *wall){
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ARC_FRect nextRectPosition = {
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.x = rect->x + velocity->x,
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.y = rect->y + velocity->y,
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.w = rect->w,
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.h = rect->h
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};
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//there is no collision, return
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if(!ARC_FRect_Intersects(&nextRectPosition, wall)){
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return;
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}
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nextRectPosition.x = rect->x + velocity->x;
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nextRectPosition.y = rect->y;
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if(ARC_FRect_Intersects(&nextRectPosition, wall)){
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velocity->x = 0;
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}
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nextRectPosition.x = rect->x;
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nextRectPosition.y = rect->y + velocity->y;
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if(ARC_FRect_Intersects(&nextRectPosition, wall)){
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velocity->y = 0;
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}
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}
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