Files

217 lines
5.0 KiB
C++

#include "cCollision.hpp"
using MathEngine::cCollision;
using MathEngine::Vector4;
using MathEngine::Vector2;
using MathEngine::iVector4;
using MathEngine::iVector2;
cCollision::cCollision()
{
}
cCollision::~cCollision()
{
}
/// Functions
/*static*/ const bool cCollision::BoundingBox( const SDL_Rect& a, const SDL_Rect& b )
{
if ((b.x + b.w) < a.x)
return false; /// just checking if their
if ((a.x + a.w) < b.x )
return false; /// bounding boxes even touch
if ((b.y + b.h) < a.y)
return false;
if ((a.y + a.h) < b.y)
return false;
return true; /// bounding boxes intersect
}
/*static*/ const bool cCollision::BoundingBox( const Vector4& a, const Vector4& b )
{
if ((b.x + b.z) < a.x)
return false; /// just checking if their
if ((a.x + a.z) < b.x )
return false; /// bounding boxes even touch
if ((b.y + b.w) < a.y)
return false;
if ((a.y + a.w) < b.y)
return false;
return true; /// bounding boxes intersect
}
/*static*/ const bool cCollision::BoundingBox(const iVector4& a, const iVector4& b)
{
if ((b.x + b.z) < a.x)
return false; /// just checking if their
if ((a.x + a.z) < b.x)
return false; /// bounding boxes even touch
if ((b.y + b.w) < a.y)
return false;
if ((a.y + a.w) < b.y)
return false;
return true; /// bounding boxes intersect
}
/*static*/ const bool cCollision::BoundingBox( const SDL_Rect& a, const Vector4& b )
{
Vector4 temp = a;
return cCollision::BoundingBox(temp, b);
}
/*static*/ const bool cCollision::BoundingBox( const Vector4& a, const SDL_Rect& b )
{
return cCollision::BoundingBox(b, a);
}
/*static*/ const bool cCollision::BoundingBox( const SDL_Rect& a, const iVector4& b )
{
iVector4 temp = a;
return cCollision::BoundingBox(temp, b);
}
/*static*/ const bool cCollision::BoundingBox( const iVector4& a, const SDL_Rect& b )
{
return cCollision::BoundingBox(b, a);
}
/*static*/ const bool cCollision::BoundingBox( const iVector4& a, const Vector4& b )
{
Vector4 temp = a;
return cCollision::BoundingBox( temp, b );
}
/*static*/ const bool cCollision::BoundingBox( const Vector4& a, const iVector4& b )
{
return cCollision::BoundingBox( b, a );
}
/*static*/ const Vector2 cCollision::Inside( const Vector4& a, const Vector4& b )
{
Vector2 rtn;
rtn.x = 0.0f;
rtn.y = 0.0f;
/// Check if left side of b is inside of a
if (b.x < a.x)
rtn.x = a.x - b.x;
/// Check if right side of b is inside of a
if ((b.x + b.z) > (a.x + a.z))
rtn.x = (a.x + a.z) - (b.x + b.z);
/// Check if top side of b is inside of a
if (b.y < a.y)
rtn.y = a.y - b.y;
/// Check if bottom side of b is inside of a
if ((b.y + b.w) > (a.y + a.w))
rtn.y = (a.y + a.w) - (b.y + b.w);
return rtn;
}
/*static*/ const Vector2 cCollision::Inside( const SDL_Rect& a, const Vector4& b )
{
Vector4 temp = a;
return cCollision::Inside(temp, b);
}
/*static*/ const Vector2 cCollision::Inside( const Vector4& a, const SDL_Rect& b )
{
Vector4 temp = b;
return cCollision::Inside(a, temp);
}
/*static*/ const bool cCollision::isInside( const signed long int x, const signed long int y, const SDL_Rect& inside )
{
iVector4 temp = inside;
return cCollision::isInside(x, y, temp);
}
/*static*/ const bool cCollision::isInside( const signed long int x, const signed long int y, const iVector4& inside )
{
bool rtn = false;
if ((inside.x < x) && (inside.w > x)) {
if ((inside.y < y) && (inside.z > y))
rtn = true;
}
return rtn;
}
/*static*/ const iVector2 cCollision::Inside(const SDL_Rect& a, const SDL_Rect& b)
{
iVector2 rtn;
rtn.x = 0.0f;
rtn.y = 0.0f;
/// Check if left side of b is inside of a
if (b.x < a.x)
rtn.x = (float)(b.x - a.x);
/// Check if right side of b is inside of a
if ((b.x + b.w) > (a.x + a.w))
rtn.x = (float)((b.x + b.w) - (a.x + a.w));
/// Check if top side of b is inside of a
if (b.y < a.y)
rtn.y = (float)(b.y - a.y);
/// Check if bottom side of b is inside of a
if ((b.y + b.h) > (a.y + a.h))
rtn.y = (float)((b.y + b.h) - (a.y + a.h));
return rtn;
}
/*static*/ const iVector2 cCollision::Inside( const iVector4& a, const iVector4& b )
{
iVector2 rtn;
rtn.x = 0;
rtn.y = 0;
/// Check if left side of b is inside of a
if (b.x < a.x)
rtn.x = b.x - a.x;
/// Check if right side of b is inside of a
if ((b.x + b.z) > (a.x + a.z))
rtn.x = (b.x + b.z) - (a.x + a.z);
/// Check if top side of b is inside of a
if (b.y < a.y)
rtn.y = b.y - a.y;
/// Check if bottom side of b is inside of a
if ((b.y + b.w) > (a.y + a.w))
rtn.y = (b.y + b.w) - (a.y + a.w);
return rtn;
}
/*static*/ const iVector2 cCollision::Inside( const SDL_Rect& a, const iVector4& b )
{
iVector4 temp = a;
return cCollision::Inside( temp, b );
}
/*static*/ const iVector2 cCollision::Inside( const iVector4& a, const SDL_Rect& b )
{
return cCollision::Inside( b, a );
}
/*static*/ const Vector2 cCollision::Inside( const iVector4& a, const Vector4& b )
{
Vector4 temp = a;
return cCollision::Inside( temp, b );
}
/*static*/ const Vector2 cCollision::Inside( const Vector4& a, const iVector4& b )
{
return cCollision::Inside( b, a );
}