JacksEscape/types.c

122 lines
3.3 KiB
C

#include "types.h"
#include <math.h>
#include <windows.h>
#include <timeapi.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;
}
const double EPS = 1e-6;
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.y + x.size.y);
const double r1MaxY = dmax(x.lefttop.y, x.lefttop.y + x.size.y);
// 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;
}
}
Box2 box2_Offset(Box2 box, Vec2 offset) {
box.lefttop = vec2_Add(box.lefttop, offset);
return box;
}
Box2 box2_OffsetX(Box2 box, double offsetX) {
box.lefttop.x += offsetX;
return box;
}
Box2 box2_OffsetY(Box2 box, double offsetY) {
box.lefttop.y += offsetY;
return box;
}
static double freqInverse = 0.0;
void duration_Sleep(const Duration t) {
if (t.microseconds <= 0)
return;
// https://learn.microsoft.com/zh-cn/windows/win32/api/timeapi/nf-timeapi-timebeginperiod
// timeBeginPeriod() and friends
TIMECAPS tc;
timeGetDevCaps(&tc, sizeof(TIMECAPS));
timeBeginPeriod(tc.wPeriodMin);
Sleep((DWORD)(round(duration_Milliseconds(t)))); // Only millisecond precision. Sad
timeEndPeriod(tc.wPeriodMin);
}
TimePoint time_Now() {
// Reference: https://github.com/SFML/SFML/blob/2.6.x/src/SFML/System/Win32/ClockImpl.cpp
if (freqInverse == 0.0) {
LARGE_INTEGER freq;
QueryPerformanceFrequency(&freq);
freqInverse = 1000000.0 / ((double)freq.QuadPart);
}
LARGE_INTEGER time;
QueryPerformanceCounter(&time);
TimePoint t = {.microseconds = (int64_t)(((double)time.QuadPart) * freqInverse)};
return t;
}
Duration time_Since(TimePoint prev) {
return time_Difference(time_Now(), prev);
}
Duration time_Difference(TimePoint now, TimePoint prev) {
Duration d = {.microseconds = now.microseconds - prev.microseconds};
return d;
}
Duration time_Reset(TimePoint *prev) {
TimePoint now = time_Now();
Duration d = time_Difference(now, *prev);
*prev = now;
return d;
}