HATPC/engine/AABB.c

123 lines
2.8 KiB
C

#include "AABB.h"
uint8_t find_1D_overlap(Vector2 l1, Vector2 l2, float* overlap)
{
// No Overlap
if (l1.y <= l2.x || l2.y <= l1.x) return 0;
if (
(l1.x >= l2.x && l1.y <= l2.y)
|| (l2.x >= l1.x && l2.y <= l1.y)
)
{
// Complete Overlap, any direction is possible
// Cannot give a singular value, but return something anyways
//*overlap = l2.y-l2.x + l1.y-l1.x;
*overlap = fmin(fabs(l2.y-l2.x), fabs(l1.y-l1.x));
return 2;
}
//Partial overlap
// x is p1, y is p2
*overlap = (l2.y > l1.y)? l2.x - l1.y : l2.y - l1.x;
return 1;
}
uint8_t find_AABB_overlap(const Vector2 tl1, const Vector2 sz1, const Vector2 tl2, const Vector2 sz2, Vector2* overlap)
{
// Note that we include one extra pixel for checking
// This avoid overlapping on the border
Vector2 l1, l2;
Vector2 tmp = {0,0};
uint8_t overlap_x, overlap_y;
l1.x = tl1.x;
l1.y = tl1.x + sz1.x;
l2.x = tl2.x;
l2.y = tl2.x + sz2.x;
overlap_x = find_1D_overlap(l1, l2, &tmp.x);
l1.x = tl1.y;
l1.y = tl1.y + sz1.y;
l2.x = tl2.y;
l2.y = tl2.y + sz2.y;
overlap_y = find_1D_overlap(l1, l2, &tmp.y);
if (overlap) *overlap = tmp;
if (overlap_x == 2 && overlap_y == 2) return 2;
return (overlap_x < overlap_y) ? overlap_x : overlap_y;
}
bool point_in_AABB(Vector2 point, Rectangle box)
{
return (
point.x >= box.x
&& point.y >= box.y
&& point.x < box.x + box.width
&& point.y < box.y + box.height
);
}
bool line_in_AABB(Vector2 p1, Vector2 p2, Rectangle box)
{
float A = p2.y - p1.y;
float B = p1.x - p2.x;
float C = (p2.x * p1.y) - (p1.x * p2.y);
Vector2 corners[3] =
{
{box.x + box.width, box.y},
{box.x + box.width, box.y + box.height},
{box.x, box.y + box.height},
};
float F = (A * box.x + B * box.y + C);
bool collide = false;
uint8_t last_mode = 0;
if (fabs(F) < 1e-3)
{
last_mode = 0;
}
else
{
last_mode = (F > 0) ? 1 : 2;
}
for (uint8_t i = 0; i < 3; ++i)
{
F = (A * corners[i].x + B * corners[i].y + C);
uint8_t mode = 0;
if (fabs(F) < 1e-3)
{
mode = 0;
}
else
{
mode = (F > 0) ? 1 : 2;
}
if (mode != last_mode)
{
collide = true;
break;
}
last_mode = mode;
}
if (!collide) return false;
//Projection check
Vector2 overlap = {0};
Vector2 l1, l2;
l1.x = p1.x;
l1.y = p2.x;
l2.x = box.x;
l2.y = box.x + box.width;
uint8_t x_res = find_1D_overlap(l1, l2, &overlap.x);
l1.x = p1.y;
l1.y = p2.y;
l2.x = box.y;
l2.y = box.y + box.height;
uint8_t y_res = find_1D_overlap(l1, l2, &overlap.y);
return (x_res != 0 && y_res != 0);
}