SectrPrototype/code/collision.odin

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package sectr
import "core:math/linalg"
// Not sure if I should in the future not do the radius check,
// As it maybe be better off as a general proc used in an iteration...
box_is_within_view :: proc( box : ^ Box2 ) -> b32
{
state := get_state(); using state
screen_extent := app_window.extent
screen_bounds_radius := max(screen_extent.x, screen_extent.y)
box_bounds_radius := max(box.extent.x, box.extent.y)
cam := project.workspace.cam
cam_box_distance := linalg.distance(cam.target, box.position)
acceptable_distance := box_bounds_radius + screen_bounds_radius
if cam_box_distance > acceptable_distance {
return false
}
screen_bounds := view_get_bounds()
box_bounds := box_get_bounds( box )
within_bounds : b32 = false
when false {
within_x : b32 = box_bounds.top_left.x > screen_bounds.top_left.x
within_x &= box_bounds.top_left.x < screen_bounds.bottom_right.x
within_y : b32 = box_bounds.top_left.y > screen_bounds.top_left.y
state := get_state(); using state
screen_extent := state.app_window.extent
cam := & project.workspace.cam
within_x_bounds : b32 = pos.x >= -screen_extent.x && pos.x <= screen_extent.x
within_y_bounds : b32 = pos.y >= -screen_extent.y && pos.y <= screen_extent.y
}
return within_bounds
}
is_within_screenspace :: proc( pos : Vec2 ) -> b32 {
state := get_state(); using state
screen_extent := state.app_window.extent
cam := & project.workspace.cam
within_x_bounds : b32 = pos.x >= -screen_extent.x && pos.x <= screen_extent.x
within_y_bounds : b32 = pos.y >= -screen_extent.y && pos.y <= screen_extent.y
return within_x_bounds && within_y_bounds
}