Created
October 4, 2018 19:25
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#include <cmath> | |
#include <iostream> | |
struct vec { | |
float x, y; | |
vec(float x, float y) : x(x), y(y) {} | |
friend std::ostream& operator<<(std::ostream &os, const vec &v); | |
static float length(const vec &v) { | |
return sqrt(v.x * v.x + v.y * v.y); | |
} | |
static vec normalize(const vec &v) { | |
const auto l = vec::length(v); | |
return l > 0.0f ? v / l : v; | |
} | |
vec operator*(const float &scala) const { | |
return vec(this->x * scala, this->y * scala); | |
} | |
vec operator/(const float &scala) const { | |
return vec(this->x / scala, this->y / scala); | |
} | |
vec operator+(const vec &other) const { | |
return vec(this->x + other.x, this->y + other.y); | |
} | |
vec operator-(const vec &other) const { | |
return vec(this->x - other.x, this->y - other.y); | |
} | |
}; | |
std::ostream& operator<<(std::ostream &os, const vec &v) { | |
os << v.x << ", " << v.y; | |
return os; | |
} | |
struct rect { | |
vec pos, dim; | |
rect(float x, float y, float w, float h) : | |
pos(x, y), dim(w, h) {} | |
float left() const { return pos.x; } | |
float right() const { return pos.x + dim.x; } | |
float top() const { return pos.y; } | |
float bottom() const { return pos.y + dim.y; } | |
vec center() const { return (pos + dim) * 0.5f; } | |
}; | |
bool overlapping(const rect &a, const rect &b) { | |
return !( | |
a.left() > b.right() || | |
a.right() < b.left() || | |
a.top() > b.bottom() || | |
a.bottom() < b.top() | |
); | |
} | |
void collision(const rect &a, const rect &b) { | |
auto o = overlapping(a, b); | |
std::cout << "collision: " << (o ? "true" : "false") << "\n"; | |
auto n = vec::normalize(a.pos - b.pos); | |
std::cout << "normalized: " << n << "\n"; | |
} | |
int main() { | |
rect t1(0.0f, 0.0f, 10.0f, 10.0f); | |
rect t2(11.0f, 0.0f, 10.0f, 10.0f); | |
rect t3(9.0f, 9.0f, 10.0f, 10.0f); | |
collision(t1, t1); | |
collision(t1, t2); | |
collision(t1, t3); | |
} |
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