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