#include "arc/math/rectangle.h" #include "arc/std/bool.h" //VERY TEMP // #include 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); } 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; } return ARC_False; } 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; } int32_t ARC_Rect_LineIntersects(ARC_Rect *rect, int32_t *x1, int32_t *y1, int32_t *x2, int32_t *y2){ //TODO: Replace soon // return SDL_IntersectRectAndLine((SDL_Rect *) rect, x1, y1, x2, y2); return 1; } //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)){ return; } nextRectPosition.x = rect->x + velocity->x; nextRectPosition.y = rect->y; if(ARC_FRect_Intersects(nextRectPosition, *wall)){ velocity->x = 0; } nextRectPosition.x = rect->x; nextRectPosition.y = rect->y + velocity->y; if(ARC_FRect_Intersects(nextRectPosition, *wall)){ velocity->y = 0; } }