41 lines
1.5 KiB
Odin
41 lines
1.5 KiB
Odin
package sectr
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import "core:math/linalg"
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// AABB: Separating Axis Theorem
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intersects_range2 :: #force_inline proc "contextless" ( a, b: Range2 ) -> bool
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{
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// Check if there's no overlap on the x-axis
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if a.max.x < b.min.x || b.max.x < a.min.x {
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return false; // No overlap on x-axis means no intersection
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}
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// Check if there's no overlap on the y-axis
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if a.max.y < b.min.y || b.max.y < a.min.y {
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return false; // No overlap on y-axis means no intersection
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}
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// If neither of the above conditions are true, there's at least a partial overlap
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return true;
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}
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// TODO(Ed): Do we need this? Also does it even work (looks unfinished)?
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is_within_screenspace :: #force_inline proc "contextless" ( pos : Vec2 ) -> b32 {
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state := get_state(); using state
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screen_extent := state.app_window.extent
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cam := & project.workspace.cam
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within_x_bounds : b32 = pos.x >= -screen_extent.x && pos.x <= screen_extent.x
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within_y_bounds : b32 = pos.y >= -screen_extent.y && pos.y <= screen_extent.y
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return within_x_bounds && within_y_bounds
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}
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within_range2 :: #force_inline proc "contextless" ( a, b : Range2 ) -> bool {
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within_x := b.min.x >= a.min.x && b.max.x <= a.max.x
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within_y := b.min.y >= a.min.y && b.max.y <= a.max.y
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return within_x && within_y
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}
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pos_within_range2 :: #force_inline proc "contextless" ( pos : Vec2, range : Range2 ) -> b32 {
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within_x := pos.x > range.min.x && pos.x < range.max.x
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within_y := pos.y > range.min.y && pos.y < range.max.y
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return b32(within_x && within_y)
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}
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