farmlands/src/math/GameMath.cpp

60 lines
1.6 KiB
C++

/*
* Math.cpp
*
* Created on: Nov 26, 2016
* Author: tibi
*/
#include <components/basic/Sprite.h>
#include <math/GameMath.h>
#include <model/Transform.h>
#include <utils/Rect.h>
#include <cmath>
using namespace farmlands::components::basic;
namespace farmlands {
void move(float *x, float *y, model::Direction direction, float distance)
{
float dx = cosf(degToRad(direction));
float dy = sinf(degToRad(direction));
*x += dx * distance;
*x += dy * distance;
}
void moveTowards(float *x, float *y, float towardsX, float towardsY, float speed)
{
float angle = atan2f(towardsX - *x, towardsY - *y);
*x += cosf(angle) * speed;
*y += sinf(angle) * speed;
}
float distanceSq(float x0, float y0, float x1, float y1)
{
return (x0 - x1) * (x0 - x1) + (y0 - y1) * (y0 - y1);
}
bool checkCollision(model::GameObject* objA, model::GameObject* objB)
{
Sprite* sprA = objA->component<Sprite>();
Sprite* sprB = objB->component<Sprite>();
// If both have sprites, they intersect if their rectangles intersect
if (sprA && sprB)
return sprA->boundaries().intersects(sprB->boundaries());
// Only one has sprite. They collide if sprite rectangle contains the other point
if (sprA)
return sprA->boundaries().contains(objB->transform.globalX(), objB->transform.globalY());
if (sprB)
return sprB->boundaries().contains(objA->transform.globalX(), objA->transform.globalY());
// Objects collide if their coordinates are equal.
return std::abs(objA->transform.globalX() - objB->transform.globalX()) < 1e-10
&& std::abs(objA->transform.globalY() - objB->transform.globalY()) < 1e-10;
}
}