package sectr import "core:math/linalg" // AABB: Separating Axis Theorem intersects_range2 :: #force_inline proc "contextless" ( a, b: Range2 ) -> bool { // Check if there's no overlap on the x-axis if a.max.x < b.min.x || b.max.x < a.min.x { return false; // No overlap on x-axis means no intersection } // Check if there's no overlap on the y-axis if a.max.y < b.min.y || b.max.y < a.min.y { return false; // No overlap on y-axis means no intersection } // If neither of the above conditions are true, there's at least a partial overlap return true; } // TODO(Ed): Do we need this? Also does it even work (looks unfinished)? is_within_screenspace :: #force_inline proc "contextless" ( 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 "contextless" ( a, b : Range2 ) -> bool { within_x := b.min.x >= a.min.x && b.max.x <= a.max.x within_y := b.min.y >= a.min.y && b.max.y <= a.max.y return within_x && within_y } pos_within_range2 :: #force_inline proc "contextless" ( 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) }