/* * Copyright (C) 2021 P. J. McDermott * * This file is part of Dodge Balls * * Dodge Balls is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Dodge Balls is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Dodge Balls. If not, see . */ #include #include "collision.h" int db_pt_in_rect(int x, int y, SDL_Rect *rect) { if (x < rect->x) { return 0; } if (y < rect->y) { return 0; } if (x > rect->x + rect->w) { return 0; } if (y > rect->y + rect->h) { return 0; } return 1; } int db_col_cir_line(double cir_x, double cir_y, double cir_r, int line_x1, int line_y1, int line_x2, int line_y2, double *col_x, double *col_y) { int line_min; int line_max; if (line_y1 == line_y2) { /* Horizontal line */ if (line_x1 < line_x2) { line_min = line_x1; line_max = line_x2; } else { line_min = line_x2; line_max = line_x1; } if (cir_x < line_min) { *col_x = line_min; } else if (cir_x > line_max) { *col_x = line_max; } else { *col_x = cir_x; } *col_y = line_y1; } else if (line_x1 == line_x2) { /* Vertical line */ if (line_y1 < line_y2) { line_min = line_y1; line_max = line_y2; } else { line_min = line_y2; line_max = line_y1; } if (cir_y < line_min) { *col_y = line_min; } else if (cir_y > line_max) { *col_y = line_max; } else { *col_y = cir_y; } *col_x = line_x1; } else { return -1; } return (cir_r * cir_r) > ((*col_x - cir_x) * (*col_x - cir_x) + (*col_y - cir_y) * (*col_y - cir_y)); } void db_closest_pt_on_rect(int x, int y, SDL_Rect *rect, double *close_x, double *close_y) { *close_x = x; if (x < rect->x) { *close_x = rect->x; } else if (x > rect->x + rect->w) { *close_x = rect->x + rect->w; } *close_y = y; if (y < rect->y) { *close_y = rect->y; } else if (y > rect->y + rect->h) { *close_y = rect->y + rect->h; } } int db_col_cir_rect(int x, int y, int r, SDL_Rect *rect, double *col_x, double *col_y) { db_closest_pt_on_rect(x, y, rect, col_x, col_y); return (r * r) >= ((*col_x - x) * (*col_x - x) + (*col_y - y) * (*col_y - y)); } int db_col_cir_cir(double x1, double y1, double r1, double x2, double y2, double r2) { return ((r1 + r2) * (r1 + r2)) >= ((x1 - x2) * (x1 - x2) + (y1 - y2) * (y1 - y2)); } /* * This function will be called after moving the two balls being checked. A * more accurate way to handle collisions would be to microstep through * movements to find the exact point of collision. */ int db_col_pt_cir_cir(double x1, double y1, double r1, double x2, double y2, double r2, double *col_x, double *col_y) { if (db_col_cir_cir(x1, y1, r1, x2, y2, r2)) { *col_x = (x1 + x2) / 2.0; *col_y = (y1 + y2) / 2.0; return 1; } else { return 0; } }