57 lines
1.3 KiB
C
57 lines
1.3 KiB
C
#include "AABB.h"
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bool find_1D_overlap(Vector2 l1, Vector2 l2, float* overlap)
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{
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// No Overlap
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if (l1.y < l2.x || l2.y < l1.x) return false;
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if (l1.x >= l2.x && l1.y <= l2.y)
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{
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// Complete Overlap, not sure what to do tbh
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*overlap = l2.y-l2.x + l1.y-l1.x;
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}
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else
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{
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//Partial overlap
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// x is p1, y is p2
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*overlap = (l2.y >= l1.y)? l2.x - l1.y : l2.y - l1.x;
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}
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//if (fabs(*overlap) < 0.01) // Use 2 dp precision
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//{
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// *overlap = 0;
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// return false;
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//}
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return true;
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}
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bool find_AABB_overlap(const Vector2 tl1, const Vector2 sz1, const Vector2 tl2, const Vector2 sz2, Vector2* overlap)
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{
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// Note that we include one extra pixel for checking
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// This avoid overlapping on the border
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Vector2 l1, l2;
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bool overlap_x, overlap_y;
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l1.x = tl1.x;
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l1.y = tl1.x + sz1.x;
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l2.x = tl2.x;
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l2.y = tl2.x + sz2.x;
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overlap_x = find_1D_overlap(l1, l2, &overlap->x);
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l1.x = tl1.y;
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l1.y = tl1.y + sz1.y;
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l2.x = tl2.y;
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l2.y = tl2.y + sz2.y;
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overlap_y = find_1D_overlap(l1, l2, &overlap->y);
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return overlap_x && overlap_y;
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}
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bool point_in_AABB(Vector2 point, Rectangle box)
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{
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return (
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point.x > box.x
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&& point.y > box.y
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&& point.x < box.x + box.width
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&& point.y < box.y + box.height
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);
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}
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