package sectr import "core:math/linalg" pos_within_range2 :: proc( pos : Vec2, range : Range2 ) -> b32 { within_x := pos.x > range.p0.x && pos.x < range.p1.x within_y := pos.y < range.p0.y && pos.y > range.p1.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 }