/* Copyright (c) 2015 Alex Diener This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. Alex Diener alex@ludobloom.com */ #include "collision/CollisionRect2D.h" #include "collision/CollisionShared.h" #include "gamemath/Rect4x.h" #include #define stemobject_implementation CollisionRect2D stemobject_vtable_begin(); stemobject_vtable_entry(dispose); stemobject_vtable_entry(getShapeType); stemobject_vtable_entry(interpolate); stemobject_vtable_entry(isStationary); stemobject_vtable_entry(getCollisionBounds); stemobject_vtable_end(); CollisionRect2D * CollisionRect2D_create(void * owner, CollisionObject_collisionCallback collisionCallback, CollisionObject_overlapCallback overlapCallback, Vector2x position, Vector2x size, fixed16_16 edgeThickness) { stemobject_create_implementation(init, owner, collisionCallback, overlapCallback, position, size, edgeThickness) } bool CollisionRect2D_init(CollisionRect2D * self, void * owner, CollisionObject_collisionCallback collisionCallback, CollisionObject_overlapCallback overlapCallback, Vector2x position, Vector2x size, fixed16_16 edgeThickness) { call_super(init, self, owner, collisionCallback, overlapCallback); self->position = position; self->lastPosition = position; self->size = size; self->lastSize = size; self->solidLeft = true; self->solidRight = true; self->solidBottom = true; self->solidTop = true; self->edgeThickness = edgeThickness; return true; } void CollisionRect2D_dispose(CollisionRect2D * self) { call_super(dispose, self); } void CollisionRect2D_updatePosition(CollisionRect2D * self, Vector2x newPosition) { self->lastPosition = self->position; self->position = newPosition; } void CollisionRect2D_updateSize(CollisionRect2D * self, Vector2x newSize) { self->lastSize = self->size; self->size = newSize; } void CollisionRect2D_setSolidity(CollisionRect2D * self, bool solidLeft, bool solidRight, bool solidBottom, bool solidTop) { self->solidLeft = solidLeft; self->solidRight = solidRight; self->solidBottom = solidBottom; self->solidTop = solidTop; } CollisionObject_shapeType CollisionRect2D_getShapeType(CollisionRect2D * self) { return COLLISION_SHAPE_RECT_2D; } void CollisionRect2D_interpolate(CollisionRect2D * self, fixed16_16 amount) { self->lastPosition = Vector2x_interpolate(self->lastPosition, self->position, amount); self->lastSize = Vector2x_interpolate(self->lastSize, self->size, amount); } bool CollisionRect2D_isStationary(CollisionRect2D * self) { return self->position.x == self->lastPosition.x && self->position.y == self->lastPosition.y && self->size.x == self->lastSize.x && self->size.y == self->lastSize.y; } Box6x CollisionRect2D_getCollisionBounds(CollisionRect2D * self) { Rect4x unionRect; unionRect = Rect4x_union(RECT4x(self->lastPosition.x, self->lastPosition.x + self->lastSize.x, self->lastPosition.y, self->lastPosition.y + self->lastSize.y), RECT4x(self->position.x, self->position.x + self->size.x, self->position.y, self->position.y + self->size.y)); return BOX6x(unionRect.xMin, unionRect.xMax, unionRect.yMin, unionRect.yMax, 0x00000, 0x10000); }