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) } box_is_within :: proc( box : ^ Box2, pos : Vec2 ) -> b32 { bounds := box_get_bounds( box ) within_x_bounds : b32 = pos.x >= bounds.top_left.x && pos.x <= bounds.bottom_right.x within_y_bounds : b32 = pos.y >= bounds.bottom_right.y && pos.y <= bounds.top_left.y return within_x_bounds && within_y_bounds } // 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() bounds := box_get_bounds( box ) within_bounds : b32 = false // within_x_bounds : b32 = pos.x >= bounds.top_left.x && pos.x <= bounds.bottom_right.x // within_y_bounds : b32 = pos.y >= bounds.bottom_right.y && pos.y <= bounds.top_left.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 }