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#ifndef UTILS_H
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#define UTILS_H
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#include "pch.h"
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#define MIN(x, y) ((x) < (y) ? (x) : (y))
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#define MAX(x, y) ((x) > (y) ? (x) : (y))
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struct Color {
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uint8_t r, g, b, a;
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};
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template <typename T>
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struct Vec2 {
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T x, y;
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template <typename U>
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Vec2 operator*(U s) const {
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return {x * s, y * s};
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}
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template <typename U>
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Vec2 operator/(U s) const {
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return {x / s, y / s};
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}
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Vec2 operator+(const Vec2 &other) const {
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return {x + other.x, y + other.y};
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}
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Vec2 operator-(const Vec2 &other) const {
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return {x - other.x, y - other.y};
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}
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Vec2 operator-() const {
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return {-x, -y};
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}
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T dot(const Vec2 &o) const {
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return x * o.x + y * o.y;
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}
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float dist(const Vec2 &other) const {
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float dx = other.x - x;
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float dy = other.y - y;
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return std::sqrt(dx * dx + dy * dy);
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}
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Vec2<float> normalized() const {
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float length = std::sqrt(x * x + y * y);
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if (length == 0)
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return {0, 0};
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return {x / length, y / length};
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}
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float angle_to(const Vec2 &other) const {
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float dx = other.x - x;
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float dy = other.y - y;
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return std::atan2(dy, dx);
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}
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};
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struct Line {
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Vec2<float> start;
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Vec2<float> end;
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Line(Vec2<float> start, Vec2<float> end) : start(start), end(end) {}
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bool intersects(const Line &other) const {
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float denom = (other.end.y - other.start.y) * (end.x - start.x) -
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(other.end.x - other.start.x) * (end.y - start.y);
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if (std::abs(denom) < 1e-6f) // Lines are parallel (or very close to it)
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return false;
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float ua = ((other.end.x - other.start.x) * (start.y - other.start.y) -
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(other.end.y - other.start.y) * (start.x - other.start.x)) /
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denom;
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float ub = ((end.x - start.x) * (start.y - other.start.y) -
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(end.y - start.y) * (start.x - other.start.x)) /
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denom;
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return ua >= 0 && ua <= 1 && ub >= 0 && ub <= 1;
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}
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};
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struct Rect {
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Line diagonal; // from top-left to bottom-right
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Rect(Vec2<float> a, Vec2<float> b) : diagonal(a, b) {
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diagonal.start = {
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MIN(a.x, b.x),
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MIN(a.y, b.y)
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};
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diagonal.end = {
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MAX(a.x, b.x),
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MAX(a.y, b.y)
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};
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}
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bool contains(const Vec2<float> &point) const {
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return point.x >= diagonal.start.x && point.x <= diagonal.end.x &&
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point.y >= diagonal.start.y && point.y <= diagonal.end.y;
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}
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bool intersects(const Rect &other) const {
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return !(diagonal.start.x > other.diagonal.end.x || diagonal.end.x < other.diagonal.start.x || diagonal.start.y > other.diagonal.end.y || diagonal.end.y < other.diagonal.start.y);
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}
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bool intersects(const Line &line) const {
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if (contains(line.start) || contains(line.end))
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return true;
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Vec2<float> rect_points[4] = {
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diagonal.start,
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{diagonal.end.x, diagonal.start.y},
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{diagonal.start.x, diagonal.end.y},
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diagonal.end
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};
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for (int i = 0; i < 4; i++) {
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Vec2<float> edge_start = rect_points[i];
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Vec2<float> edge_end = rect_points[(i + 1) % 4];
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if (Line{edge_start, edge_end}.intersects(line))
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return true;
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}
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return false;
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}
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float x() const {
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return diagonal.start.x;
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}
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float y() const {
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return diagonal.start.y;
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}
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float w() const {
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return diagonal.end.x - diagonal.start.x;
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}
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float h() const {
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return diagonal.end.y - diagonal.start.y;
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}
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};
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#endif
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