#include "Types.h" static inline double dmin(double x, double y) { return x < y ? x : y; } static inline double dmax(double x, double y) { return x > y ? x : y; } Vec2 vec2_Add(Vec2 x, Vec2 y) { Vec2 result = { .x = x.x + y.x, .y = x.y + y.y}; return result; } Vec2 vec2_Scale(Vec2 v, double scale) { Vec2 result = { .x = v.x * scale, .y = v.y * scale}; return result; } bool box2_Intersects(const Box2 x, const Box2 y, Box2 *out_intersection) { // Compute the min and max of the first rectangle on both axes const double r1MinX = dmin(x.lefttop.x, x.lefttop.x + x.size.x); const double r1MaxX = dmax(x.lefttop.x, x.lefttop.x + x.size.x); const double r1MinY = dmin(x.lefttop.y, x.lefttop.x + x.size.x); const double r1MaxY = dmax(x.lefttop.y, x.lefttop.x + x.size.x); // Compute the min and max of the second rectangle on both axes const double r2MinX = dmin(y.lefttop.x, y.lefttop.x + y.size.x); const double r2MaxX = dmax(y.lefttop.x, y.lefttop.x + y.size.x); const double r2MinY = dmin(y.lefttop.y, y.lefttop.y + y.size.y); const double r2MaxY = dmax(y.lefttop.y, y.lefttop.y + y.size.y); // Compute the intersection boundaries const double interLeft = dmax(r1MinX, r2MinX); const double interTop = dmax(r1MinY, r2MinY); const double interRight = dmin(r1MaxX, r2MaxX); const double interBottom = dmin(r1MaxY, r2MaxY); // If the intersection is valid (positive non zero area), then there is an intersection if ((interLeft < interRight) && (interTop < interBottom)) { if (out_intersection) { out_intersection->lefttop.x = interLeft; out_intersection->lefttop.y = interTop; out_intersection->size.x = interRight - interLeft; out_intersection->size.y = interBottom - interTop; } return true; } else { return false; } }