SectrPrototype/code/collision.odin

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package sectr
import "core:math/linalg"
pos_within_range2 :: proc( pos : Vec2, range : Range2 ) -> b32 {
within_x := pos.x > range.min.x && pos.x < range.max.x
within_y := pos.y > range.min.y && pos.y < range.max.y
return b32(within_x && within_y)
}
// TODO(Ed): Do we need this? Also does it even work (looks unfinished)?
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
}
within_range2 :: #force_inline proc ( a, b : Range2 ) -> bool {
a_half_size := size_range2( a ) * 0.5
b_half_size := size_range2( b ) * 0.5
a_center := a.p0 + { a_half_size.x, -a_half_size.y }
b_center := b.p0 + { b_half_size.x, -b_half_size.y }
within_x := abs(a_center.x - b_center.x) <= (a_half_size.x + b_half_size.y)
within_y := abs(a_center.y - b_center.y) <= (a_half_size.y + b_half_size.y)
return within_x && within_y
}