#include "arc/math/rectangle.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, }; } int32_t 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 1; } return 0; } int32_t 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 1; } return 0; } int32_t 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 1; } return 0; } int32_t 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 1; } return 0; } 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; } }