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https://github.com/HowestDAE/dae16-VerhulstBram.git
synced 2025-12-16 12:21:48 +01:00
775 lines
20 KiB
C++
775 lines
20 KiB
C++
#include "base.h"
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//#define _USE_MATH_DEFINES
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#include <cmath>
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#include <algorithm>
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#include <iostream>
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#include "utils.h"
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#pragma region OpenGLDrawFunctionality
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void utils::SetColor( const Color4f& color )
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{
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glColor4f( color.r, color.g, color.b, color.a );
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}
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void utils::ClearBackground( const Color4f& color ) {
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glClearColor(color.r, color.g, color.b, color.a);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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void utils::DrawPoint( float x, float y, float pointSize )
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{
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glPointSize( pointSize );
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glBegin( GL_POINTS );
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{
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glVertex2f( x, y );
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}
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glEnd( );
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}
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void utils::DrawPoint( const Point2f& p, float pointSize )
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{
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DrawPoint( p.x, p.y, pointSize );
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}
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void utils::DrawPoints( Point2f *pVertices, int nrVertices, float pointSize )
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{
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glPointSize( pointSize );
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glBegin( GL_POINTS );
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{
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for ( int idx{ 0 }; idx < nrVertices; ++idx )
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{
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glVertex2f( pVertices[idx].x, pVertices[idx].y );
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}
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}
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glEnd( );
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}
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void utils::DrawLine( float x1, float y1, float x2, float y2, float lineWidth )
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{
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glLineWidth( lineWidth );
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glBegin( GL_LINES );
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{
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glVertex2f( x1, y1 );
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glVertex2f( x2, y2 );
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}
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glEnd( );
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}
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void utils::DrawLine( const Point2f& p1, const Point2f& p2, float lineWidth )
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{
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DrawLine( p1.x, p1.y, p2.x, p2.y, lineWidth );
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}
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void utils::DrawTriangle(const Point2f& p1, const Point2f& p2, const Point2f& p3, float lineWidth)
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{
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glLineWidth(lineWidth);
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glBegin(GL_LINE_LOOP);
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{
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glVertex2f(p1.x, p1.y);
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glVertex2f(p2.x, p2.y);
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glVertex2f(p3.x, p3.y);
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}
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glEnd();
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}
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void utils::FillTriangle(const Point2f& p1, const Point2f& p2, const Point2f& p3)
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{
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glBegin(GL_TRIANGLES);
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{
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glVertex2f(p1.x, p1.y);
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glVertex2f(p2.x, p2.y);
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glVertex2f(p3.x, p3.y);
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}
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glEnd();
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}
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void utils::DrawRect( float left, float bottom, float width, float height, float lineWidth )
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{
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if (width > 0 && height > 0 && lineWidth > 0)
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{
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glLineWidth(lineWidth);
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glBegin(GL_LINE_LOOP);
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{
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glVertex2f(left, bottom);
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glVertex2f(left + width, bottom);
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glVertex2f(left + width, bottom + height);
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glVertex2f(left, bottom + height);
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}
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glEnd();
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}
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}
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void utils::DrawRect( const Point2f& bottomLeft, float width, float height, float lineWidth )
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{
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DrawRect( bottomLeft.x, bottomLeft.y, width, height, lineWidth );
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}
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void utils::DrawRect( const Rectf& rect, float lineWidth )
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{
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DrawRect( rect.left, rect.bottom, rect.width, rect.height, lineWidth );
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}
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void utils::FillRect( float left, float bottom, float width, float height )
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{
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if (width > 0 && height > 0)
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{
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glBegin(GL_POLYGON);
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{
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glVertex2f(left, bottom);
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glVertex2f(left + width, bottom);
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glVertex2f(left + width, bottom + height);
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glVertex2f(left, bottom + height);
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}
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glEnd();
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}
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}
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void utils::FillRect( const Point2f& bottomLeft, float width, float height )
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{
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FillRect( bottomLeft.x, bottomLeft.y, width, height );
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}
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void utils::FillRect( const Rectf& rect )
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{
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FillRect( rect.left, rect.bottom, rect.width, rect.height );
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}
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void utils::DrawEllipse( float centerX, float centerY, float radX, float radY, float lineWidth )
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{
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if (radX > 0 && radY > 0 && lineWidth > 0)
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{
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float dAngle{ radX > radY ? float(g_Pi / radX) : float(g_Pi / radY) };
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glLineWidth(lineWidth);
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glBegin(GL_LINE_LOOP);
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{
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for (float angle = 0.0; angle < float(2 * g_Pi); angle += dAngle)
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{
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glVertex2f(centerX + radX * cos(angle), centerY + radY * sin(angle));
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}
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}
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glEnd();
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}
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}
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void utils::DrawEllipse( const Point2f& center, float radX, float radY, float lineWidth )
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{
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DrawEllipse( center.x, center.y, radX, radY, lineWidth );
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}
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void utils::DrawEllipse( const Ellipsef& ellipse, float lineWidth )
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{
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DrawEllipse( ellipse.center.x, ellipse.center.y, ellipse.radiusX, ellipse.radiusY, lineWidth );
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}
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void utils::FillEllipse( float centerX, float centerY, float radX, float radY )
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{
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if (radX > 0 && radY > 0)
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{
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float dAngle{ radX > radY ? float(g_Pi / radX) : float(g_Pi / radY) };
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glBegin(GL_POLYGON);
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{
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for (float angle = 0.0; angle < float(2 * g_Pi); angle += dAngle)
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{
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glVertex2f(centerX + radX * cos(angle), centerY + radY * sin(angle));
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}
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}
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glEnd();
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}
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}
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void utils::FillEllipse( const Ellipsef& ellipse )
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{
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FillEllipse( ellipse.center.x, ellipse.center.y, ellipse.radiusX, ellipse.radiusY );
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}
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void utils::FillEllipse( const Point2f& center, float radX, float radY )
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{
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FillEllipse( center.x, center.y, radX, radY );
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}
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void utils::DrawArc( float centerX, float centerY, float radX, float radY, float fromAngle, float tillAngle, float lineWidth )
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{
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if ( fromAngle > tillAngle )
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{
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return;
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}
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float dAngle{ radX > radY ? float( g_Pi / radX ) : float( g_Pi / radY ) };
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glLineWidth( lineWidth );
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glBegin( GL_LINE_STRIP );
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{
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for ( float angle = fromAngle; angle < tillAngle; angle += dAngle )
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{
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glVertex2f( centerX + radX * cos( angle ), centerY + radY * sin( angle ) );
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}
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glVertex2f( centerX + radX * cos( tillAngle ), centerY + radY * sin( tillAngle ) );
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}
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glEnd( );
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}
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void utils::DrawArc( const Point2f& center, float radX, float radY, float fromAngle, float tillAngle, float lineWidth )
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{
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DrawArc( center.x, center.y, radX, radY, fromAngle, tillAngle, lineWidth );
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}
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void utils::FillArc( float centerX, float centerY, float radX, float radY, float fromAngle, float tillAngle )
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{
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if ( fromAngle > tillAngle )
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{
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return;
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}
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float dAngle{ radX > radY ? float( g_Pi / radX ) : float( g_Pi / radY ) };
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glBegin( GL_POLYGON );
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{
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glVertex2f( centerX, centerY );
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for ( float angle = fromAngle; angle < tillAngle; angle += dAngle )
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{
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glVertex2f( centerX + radX * cos( angle ), centerY + radY * sin( angle ) );
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}
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glVertex2f( centerX + radX * cos( tillAngle ), centerY + radY * sin( tillAngle ) );
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}
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glEnd( );
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}
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void utils::FillArc( const Point2f& center, float radX, float radY, float fromAngle, float tillAngle )
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{
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FillArc( center.x, center.y, radX, radY, fromAngle, tillAngle );
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}
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void utils::DrawPolygon( const std::vector<Point2f>& vertices, bool closed, float lineWidth )
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{
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DrawPolygon( vertices.data( ), vertices.size( ), closed, lineWidth );
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}
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void utils::DrawPolygon( const Point2f* pVertices, size_t nrVertices, bool closed, float lineWidth )
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{
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glLineWidth( lineWidth );
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closed ? glBegin( GL_LINE_LOOP ) : glBegin( GL_LINE_STRIP );
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{
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for ( size_t idx{ 0 }; idx < nrVertices; ++idx )
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{
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glVertex2f( pVertices[idx].x, pVertices[idx].y );
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}
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}
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glEnd( );
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}
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void utils::FillPolygon( const std::vector<Point2f>& vertices )
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{
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FillPolygon( vertices.data( ), vertices.size( ) );
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}
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void utils::FillPolygon( const Point2f *pVertices, size_t nrVertices )
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{
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glBegin( GL_POLYGON );
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{
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for ( size_t idx{ 0 }; idx < nrVertices; ++idx )
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{
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glVertex2f( pVertices[idx].x, pVertices[idx].y );
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}
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}
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glEnd( );
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}
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#pragma endregion OpenGLDrawFunctionality
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#pragma region CollisionFunctionality
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float utils::GetDistance(float x1, float y1, float x2, float y2)
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{
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return (sqrtf((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)));
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}
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float utils::GetDistance(const Point2f& p1, const Point2f& p2)
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{
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return GetDistance(p1.x, p1.y, p2.x, p2.y);
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}
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bool utils::IsPointInRect( const Point2f& p, const Rectf& r )
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{
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return ( p.x >= r.left &&
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p.x <= r.left + r.width &&
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p.y >= r.bottom &&
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p.y <= r.bottom + r.height );
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}
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bool utils::IsPointInCircle( const Point2f& p, const Circlef& c )
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{
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float squaredDist{ (p.x - c.center.x) * (p.x - c.center.x) + (p.y - c.center.y) * (p.y - c.center.y) };
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float squaredRadius{ c.radius * c.radius };
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return ( squaredRadius >= squaredDist );
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}
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bool utils::IsOverlapping( const Point2f& a, const Point2f& b, const Rectf& r )
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{
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// if one of the line segment end points is in the rect
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if ( utils::IsPointInRect( a, r ) || utils::IsPointInRect( b, r ) )
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{
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return true;
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}
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HitInfo hitInfo{};
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Point2f vertices[]{ Point2f {r.left, r.bottom},
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Point2f{ r.left + r.width, r.bottom },
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Point2f{ r.left + r.width, r.bottom + r.height },
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Point2f{ r.left, r.bottom + r.height } };
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return Raycast( vertices, 4, a, b, hitInfo );
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}
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bool utils::IsOverlapping( const Rectf& r1, const Rectf& r2 )
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{
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// If one rectangle is on left side of the other
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if ( ( r1.left + r1.width ) < r2.left || ( r2.left + r2.width ) < r1.left )
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{
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return false;
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}
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// If one rectangle is under the other
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if ( r1.bottom > ( r2.bottom + r2.height ) || r2.bottom > ( r1.bottom + r1.height ) )
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{
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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 utils::IsOverlapping( const Rectf& r, const Circlef& c )
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{
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// Is center of circle in the rectangle?
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if (IsPointInRect(c.center, r))
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{
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return true;
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}
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// Check line segments
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if (utils::DistPointLineSegment(c.center, Point2f{ r.left, r.bottom }, Point2f{ r.left, r.bottom + r.height }) <= c.radius)
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{
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return true;
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}
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if ( utils::DistPointLineSegment( c.center, Point2f{ r.left, r.bottom }, Point2f{ r.left + r.width, r.bottom } ) <= c.radius )
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{
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return true;
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}
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if (utils::DistPointLineSegment(c.center, Point2f{ r.left + r.width, r.bottom + r.height }, Point2f{ r.left, r.bottom + r.height }) <= c.radius)
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{
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return true;
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}
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if (utils::DistPointLineSegment(c.center, Point2f{ r.left + r.width, r.bottom + r.height }, Point2f{ r.left + r.width, r.bottom }) <= c.radius)
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{
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return true;
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}
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return false;
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}
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bool utils::IsOverlapping( const Circlef& c1, const Circlef& c2 )
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{
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// squared distance between centers
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float xDistance{ c1.center.x - c2.center.x };
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float yDistance{ c1.center.y - c2.center.y };
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float squaredDistance{ xDistance * xDistance + yDistance * yDistance };
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float squaredTouchingDistance{ (c1.radius + c2.radius) * (c1.radius + c2.radius) };
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return (squaredDistance < squaredTouchingDistance);
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}
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bool utils::IsOverlapping( const Point2f& a, const Point2f& b, const Circlef& c )
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{
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return utils::DistPointLineSegment( c.center, a, b ) <= c.radius;
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}
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bool utils::IsOverlapping( const std::vector<Point2f>& vertices, const Circlef& c )
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{
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return IsOverlapping( vertices.data( ), vertices.size( ), c );
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}
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bool utils::IsOverlapping( const Point2f* vertices, size_t nrVertices, const Circlef& c )
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{
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// Verify whether one of vertices is in circle
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for ( size_t i{ 0 }; i < nrVertices; ++i )
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{
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if ( IsPointInCircle( vertices[i], c ) )
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{
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return true;
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}
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}
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// Verify whether one of the polygon edges overlaps with circle
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for ( size_t i{ 0 }; i < nrVertices; ++i )
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{
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if ( DistPointLineSegment( c.center, vertices[i], vertices[( i + 1 ) % nrVertices] ) <= c.radius )
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{
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return true;
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}
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}
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// No overlapping with edges, verify whether circle is completely inside the polygon
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if ( IsPointInPolygon( c.center, vertices, nrVertices ) )
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{
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return true;
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}
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return false;
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}
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bool utils::IsPointInPolygon( const Point2f& p, const std::vector<Point2f>& vertices )
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{
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return IsPointInPolygon( p, vertices.data( ), vertices.size( ) );
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}
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bool utils::IsPointInPolygon( const Point2f& p, const Point2f* vertices, size_t nrVertices )
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{
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if ( nrVertices < 2 )
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{
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return false;
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}
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// 1. First do a simple test with axis aligned bounding box around the polygon
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float xMin{ vertices[0].x };
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float xMax{ vertices[0].x };
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float yMin{ vertices[0].y };
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float yMax{ vertices[0].y };
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for ( size_t idx{ 1 }; idx < nrVertices; ++idx )
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{
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if (xMin > vertices[idx].x)
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{
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xMin = vertices[idx].x;
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}
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if (xMax < vertices[idx].x)
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{
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xMax = vertices[idx].x;
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}
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if (yMin > vertices[idx].y)
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{
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yMin = vertices[idx].y;
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}
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if (yMax < vertices[idx].y)
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{
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yMax = vertices[idx].y;
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}
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}
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if (p.x < xMin || p.x > xMax || p.y < yMin || p.y > yMax)
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{
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return false;
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}
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// 2. Draw a virtual ray from anywhere outside the polygon to the point
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// and count how often it hits any side of the polygon.
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// If the number of hits is even, it's outside of the polygon, if it's odd, it's inside.
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int numberOfIntersectionPoints{0};
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Point2f p2{ xMax + 10.0f, p.y }; // Horizontal line from point to point outside polygon (p2)
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// Count the number of intersection points
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float lambda1{}, lambda2{};
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for ( size_t i{ 0 }; i < nrVertices; ++i )
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{
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if ( IntersectLineSegments( vertices[i], vertices[( i + 1 ) % nrVertices], p, p2, lambda1, lambda2 ) )
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{
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if ( lambda1 > 0 && lambda1 <= 1 && lambda2 > 0 && lambda2 <= 1 )
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{
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++numberOfIntersectionPoints;
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}
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}
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}
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if (numberOfIntersectionPoints % 2 == 0)
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{
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return false;
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}
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else
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{
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return true;
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}
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}
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bool utils::IntersectLineSegments( const Point2f& p1, const Point2f& p2, const Point2f& q1, const Point2f& q2, float& outLambda1, float& outLambda2, float epsilon )
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{
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bool intersecting{ false };
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Vector2f p1p2{ p1, p2 };
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Vector2f q1q2{ q1, q2 };
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// Cross product to determine if parallel
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float denom = p1p2.CrossProduct( q1q2 );
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// Don't divide by zero
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if ( std::abs( denom ) > epsilon )
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{
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intersecting = true;
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Vector2f p1q1{ p1, q1 };
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float num1 = p1q1.CrossProduct( q1q2 );
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float num2 = p1q1.CrossProduct( p1p2 );
|
|
outLambda1 = num1 / denom;
|
|
outLambda2 = num2 / denom;
|
|
}
|
|
else // are parallel
|
|
{
|
|
// Connect start points
|
|
Vector2f p1q1{ p1, q1 };
|
|
|
|
// Cross product to determine if segments and the line connecting their start points are parallel,
|
|
// if so, than they are on a line
|
|
// if not, then there is no intersection
|
|
if (std::abs( p1q1.CrossProduct(q1q2) ) > epsilon)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Check the 4 conditions
|
|
outLambda1 = 0;
|
|
outLambda2 = 0;
|
|
if (utils::IsPointOnLineSegment(p1, q1, q2) ||
|
|
utils::IsPointOnLineSegment(p2, q1, q2) ||
|
|
utils::IsPointOnLineSegment(q1, p1, p2) ||
|
|
utils::IsPointOnLineSegment(q2, p1, p2))
|
|
{
|
|
intersecting = true;
|
|
}
|
|
}
|
|
return intersecting;
|
|
}
|
|
|
|
bool utils::Raycast( const std::vector<Point2f>& vertices, const Point2f& rayP1, const Point2f& rayP2, HitInfo& hitInfo )
|
|
{
|
|
return Raycast( vertices.data( ), vertices.size( ), rayP1, rayP2, hitInfo );
|
|
}
|
|
|
|
bool utils::Raycast( const Point2f* vertices, const size_t nrVertices, const Point2f& rayP1, const Point2f& rayP2, HitInfo& hitInfo )
|
|
{
|
|
if ( nrVertices == 0 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
std::vector<HitInfo> hits;
|
|
|
|
Rectf r1, r2;
|
|
// r1: minimal AABB rect enclosing the ray
|
|
r1.left = std::min( rayP1.x, rayP2.x );
|
|
r1.bottom = std::min( rayP1.y, rayP2.y );
|
|
r1.width = std::max( rayP1.x, rayP2.x ) - r1.left;
|
|
r1.height = std::max( rayP1.y, rayP2.y ) - r1.bottom;
|
|
|
|
// Line-line intersections.
|
|
for ( size_t idx{ 0 }; idx <= nrVertices; ++idx )
|
|
{
|
|
// Consider line segment between 2 consecutive vertices
|
|
// (modulo to allow closed polygon, last - first vertice)
|
|
Point2f q1 = vertices[( idx + 0 ) % nrVertices];
|
|
Point2f q2 = vertices[( idx + 1 ) % nrVertices];
|
|
|
|
// r2: minimal AABB rect enclosing the 2 vertices
|
|
r2.left = std::min( q1.x, q2.x );
|
|
r2.bottom = std::min( q1.y, q2.y );
|
|
r2.width = std::max( q1.x, q2.x ) - r2.left;
|
|
r2.height = std::max( q1.y, q2.y ) - r2.bottom;
|
|
|
|
if ( IsOverlapping( r1, r2 ) )
|
|
{
|
|
float lambda1{};
|
|
float lambda2{};
|
|
if ( IntersectLineSegments( rayP1, rayP2, q1, q2, lambda1, lambda2 ) )
|
|
{
|
|
if ( lambda1 > 0 && lambda1 <= 1 && lambda2 > 0 && lambda2 <= 1 )
|
|
{
|
|
HitInfo linesHitInfo{};
|
|
linesHitInfo.lambda = lambda1;
|
|
linesHitInfo.intersectPoint = Point2f{ rayP1.x + ( ( rayP2.x - rayP1.x ) * lambda1 ), rayP1.y + ( ( rayP2.y - rayP1.y ) * lambda1 ) };
|
|
linesHitInfo.normal = Vector2f{ q2.x - q1.x, q2.y - q2.y }.Orthogonal( ).Normalized( );
|
|
hits.push_back(linesHitInfo);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( hits.size( ) == 0 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Get closest intersection point and copy it into the hitInfo parameter
|
|
hitInfo = *std::min_element
|
|
(
|
|
hits.begin( ), hits.end( ),
|
|
[]( const HitInfo& first, const HitInfo& last )
|
|
{
|
|
return first.lambda < last.lambda;
|
|
}
|
|
);
|
|
return true;
|
|
}
|
|
|
|
bool utils::IsPointOnLineSegment( const Point2f& p, const Point2f& a, const Point2f& b )
|
|
{
|
|
Vector2f ap{ a, p }, bp{ b, p };
|
|
// If not on same line, return false
|
|
if ( abs( ap.CrossProduct( bp ) ) > 0.001f )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Both vectors must point in opposite directions if p is between a and b
|
|
if ( ap.DotProduct( bp ) > 0 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
float utils::DistPointLineSegment( const Point2f& p, const Point2f& a, const Point2f& b )
|
|
{
|
|
Vector2f ab{ a, b };
|
|
Vector2f ap{ a, p };
|
|
Vector2f abNorm{ ab.Normalized() };
|
|
float distToA{ abNorm.DotProduct(ap) };
|
|
|
|
// If distToA is negative, then the closest point is A
|
|
// return the distance a, p
|
|
if ( distToA < 0 )
|
|
{
|
|
return ap.Length( );
|
|
}
|
|
// If distToA is > than dist(a,b) then the closest point is B
|
|
// return the distance b, p
|
|
float distAB{ ab.Length() };
|
|
if ( distToA > distAB )
|
|
{
|
|
return Vector2f{ b, p }.Length( );
|
|
}
|
|
|
|
// Closest point is between A and B, calc intersection point
|
|
Vector2f intersection{ abNorm.DotProduct(ap) * abNorm + Vector2f{ a } };
|
|
return Vector2f{ p.x - intersection.x, p.y - intersection.y }.Length( );
|
|
}
|
|
|
|
bool utils::IntersectRectLine(const Rectf& r, const Point2f& p1, const Point2f& p2, float& intersectMin, float& intersectMax)
|
|
{
|
|
// Parameters
|
|
// input:
|
|
// r: axis aligned bounding box, start and end points of line segment.
|
|
// p1, p2: line
|
|
// output:
|
|
// intersectMin and intersectMax: in the interval [0,1] if intersection point is on the line segment.
|
|
// return
|
|
// true if there is an intersection
|
|
|
|
// Example of how to use
|
|
//float min{};
|
|
//float max{};
|
|
//if (utils::IntersectRectLine(rect, p1, p2, min, max))
|
|
//{
|
|
// Point2f intersectP1{ p1 + (Vector2f(p2) - Vector2f(p1)) * min };
|
|
// Point2f intersectP2{ p1 + (Vector2f(p2) - Vector2f(p1)) * max };
|
|
//}
|
|
|
|
// 4 floats to convert rect space to line space
|
|
// x1: value between 0 and 1 where 0 is on p1 and 1 is on p2, <0 and >1 means intersection is not on line segment
|
|
float x1{ (r.left - p1.x) / (p2.x - p1.x) };
|
|
float x2{ (r.left + r.width - p1.x) / (p2.x - p1.x) };
|
|
float y1{ (r.bottom - p1.y) / (p2.y - p1.y) };
|
|
float y2{ (r.bottom + r.height - p1.y) / (p2.y - p1.y) };
|
|
|
|
using std::max; using std::min;
|
|
float tMin{ max(min(x1,x2),min(y1,y2)) };
|
|
float tMax{ min(max(x1,x2), max(y1,y2)) };
|
|
if (tMin > tMax)
|
|
{
|
|
return false;
|
|
}
|
|
intersectMin = tMin;
|
|
intersectMax = tMax;
|
|
return true;
|
|
}
|
|
bool utils::IsRectInRect(const Rectf& r1, const Rectf& r2) {
|
|
// the origin of both rectangles is in bottom left
|
|
return (r1.left < r2.left + r2.width && r1.left + r1.width > r2.left && r1.bottom < r2.bottom + r2.height && r1.bottom + r1.height > r2.bottom);
|
|
}
|
|
bool utils::RayVsRect(const Point2f& rayOrigin, const Point2f& rayDir, const Rectf& target,
|
|
Point2f& contactPoint, Point2f& contactNormal, float& t_hit_near) {
|
|
|
|
// Point2f t_near = Point2f{(target.BottomLeft() - rayOrigin).x / rayDir.x, (target.BottomLeft() - rayOrigin).y / rayDir.y};
|
|
// Point2f t_far = Point2f{(target.BottomLeft() + Point2f{target.width, target.height} - rayOrigin).x / rayDir.x, (target.BottomLeft() + Point2f{target.width, target.height} - rayOrigin).y / rayDir.y};
|
|
|
|
Point2f t_near{};
|
|
Point2f t_far{};
|
|
|
|
if(std::isnan(t_far.y) || std::isnan(t_far.x)) return false;
|
|
if(std::isnan(t_near.y) || std::isnan(t_near.x)) return false;
|
|
|
|
if (t_near.x > t_far.x) std::swap(t_near.x, t_far.x);
|
|
if (t_near.y > t_far.y) std::swap(t_near.y, t_far.y);
|
|
|
|
if (t_near.x > t_far.y || t_near.y > t_far.x) return false;
|
|
|
|
t_hit_near = std::max(t_near.x, t_near.y);
|
|
float t_hit_far = std::min(t_far.x, t_far.y);
|
|
|
|
if (t_hit_far < 0) return false;
|
|
|
|
contactPoint = rayOrigin + rayDir * t_hit_near;
|
|
|
|
if(t_near.x > t_near.y) {
|
|
if(rayDir.x < 0) {
|
|
contactNormal = Point2f{1, 0};
|
|
}else {
|
|
contactNormal = Point2f{-1, 0};
|
|
}
|
|
} else if(t_near.x < t_near.y) {
|
|
if(rayDir.y < 0) {
|
|
contactNormal = Point2f{0, 1};
|
|
}else {
|
|
contactNormal = Point2f{0, -1};
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool utils::DynamicRectVsRect(const MovingRectf& in, const Rectf& target, Point2f& contactPoint, Point2f& contactNormal, float& contactTime, float dt) {
|
|
if(in.velocity.x == 0 && in.velocity.y == 0) return false;
|
|
|
|
|
|
Rectf expanded_target{};
|
|
expanded_target.left = target.left - in.width / 2;
|
|
expanded_target.bottom = target.bottom - in.height / 2;
|
|
expanded_target.width = target.width + in.width;
|
|
expanded_target.height = target.height + in.height;
|
|
|
|
if(RayVsRect(Point2f{in.bottomLeft.x + in.width / 2, in.bottomLeft.y + in.height / 2}, in.velocity * dt, expanded_target, contactPoint, contactNormal, contactTime)) {
|
|
if(contactTime <= 1.0f && contactTime >= 0.0f) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
float utils::DotProduct(const Point2f& a, const Point2f& b) {
|
|
return a.x * b.x + a.y * b.y;
|
|
}
|
|
#pragma endregion CollisionFunctionality
|
|
|
|
int utils::randRange(int min, int max) {
|
|
return min + rand() % (( max + 1 ) - min);
|
|
}
|
|
bool utils::isKeyDown(int keycode) {
|
|
const Uint8* pStates = SDL_GetKeyboardState(nullptr);
|
|
if (pStates != nullptr)
|
|
{
|
|
if(pStates[keycode]) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
bool utils::isMouseDown(int button) {
|
|
const Uint32 pStates = SDL_GetMouseState(nullptr, nullptr);
|
|
if (pStates & SDL_BUTTON(button)) {
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|