SectrPrototype/code/collision.odin

55 lines
1.8 KiB
Odin

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
}