math: collision module
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2 changed files with 236 additions and 2 deletions
231
src/math/collision.zig
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231
src/math/collision.zig
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const std = @import("std");
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const math = @import("main.zig");
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const testing = @import("../testing.zig");
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const Vec2 = math.Vec2;
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const vec2 = math.vec2;
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pub const Rectangle = struct {
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pos: Vec2,
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size: Vec2,
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pub fn collidesRect(a: Rectangle, b: Rectangle) bool {
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return a.pos.x() + a.size.x() >= b.pos.x() and
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a.pos.x() <= b.pos.x() + b.size.x() and
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a.pos.y() + a.size.y() >= b.pos.y() and
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a.pos.y() <= b.pos.y() + b.size.y();
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}
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test collidesRect {
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const a: Rectangle = .{ .pos = vec2(2, 3), .size = vec2(5, 5) };
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var b: Rectangle = .{ .pos = vec2(6, 3), .size = vec2(3, 2) };
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try testing.expect(bool, a.collidesRect(b)).eql(true);
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b.pos = vec2(7.1, 3);
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try testing.expect(bool, a.collidesRect(b)).eql(false);
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}
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// TODO: add test for this function
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/// Get collision rectangle for two rectangles collision
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pub fn collisionRect(a: Rectangle, b: Rectangle) ?Rectangle {
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const left = if (a.pos.x() > b.pos.x()) a.pos.x() else b.pos.x();
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const right_a = a.pos.x() + a.size.x();
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const right_b = b.pos.x() + b.size.x();
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const right = if (right_a < right_b) right_a else right_b;
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const top = if (a.pos.y() > b.pos.y()) a.pos.y() else b.pos.y();
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const bottom_a = a.pos.y() + a.size.y();
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const bottom_b = b.pos.y() + b.size.y();
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const bottom = if (bottom_a < bottom_b) bottom_a else bottom_b;
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if (left < right and top < bottom) {
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return .{
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.pos = vec2(left, top),
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.size = vec2(right - left, bottom - top),
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};
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}
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return null;
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}
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};
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pub const Circle = struct {
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pos: Vec2,
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radius: f32,
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pub fn collidesRect(a: Circle, b: Rectangle) bool {
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var near_x_edge = a.pos.x();
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var near_y_edge = a.pos.y();
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if (a.pos.x() < b.pos.x()) {
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near_x_edge = b.pos.x(); // left edge
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} else if (a.pos.x() > b.pos.x() + b.size.x()) {
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near_x_edge = b.pos.x() + b.size.x(); // right edge
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}
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if (a.pos.y() < b.pos.y()) {
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near_y_edge = b.pos.y(); // top edge
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} else if (a.pos.y() > b.pos.y() + b.size.y()) {
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near_y_edge = b.pos.y() + b.size.y(); // bottom edge
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}
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// get distance from closest edges
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const dist_x = a.pos.x() - near_x_edge;
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const dist_y = a.pos.y() - near_y_edge;
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const dist = @sqrt((dist_x * dist_x) + (dist_y * dist_y));
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// if the distance is less than the radius, collision!
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return dist <= a.radius;
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}
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test collidesRect {
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const a: Circle = .{ .pos = vec2(2, 3), .radius = 5 };
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var b: Rectangle = .{ .size = vec2(3, 2), .pos = vec2(6, 3) };
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try testing.expect(bool, a.collidesRect(b)).eql(true);
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b.pos = vec2(7.1, 3);
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try testing.expect(bool, a.collidesRect(b)).eql(false);
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}
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pub fn collidesCircle(a: Circle, b: Circle) bool {
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// get distance between the circle's centers
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// use the Pythagorean Theorem to compute the distance
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const dist_x = a.pos.x() - b.pos.x();
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const dist_y = a.pos.y() - b.pos.y();
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const distance = @sqrt((dist_x * dist_x) + (dist_y * dist_y));
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// if the distance is less than the sum of the circle's
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// radii, the circles are touching!
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return distance <= a.radius + b.radius;
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}
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test collidesCircle {
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const a: Circle = .{ .pos = vec2(2, 3), .radius = 3 };
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var b: Circle = .{ .pos = vec2(9, 3), .radius = 4 };
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try testing.expect(bool, a.collidesCircle(b)).eql(true);
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b.pos = vec2(9.1, 3);
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try testing.expect(bool, a.collidesCircle(b)).eql(false);
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}
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};
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pub const Point = struct {
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pos: Vec2,
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pub fn collidesRect(a: Point, b: Rectangle) bool {
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return a.pos.x() >= b.pos.x() and
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a.pos.x() <= b.pos.x() + b.size.x() and
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a.pos.y() >= b.pos.y() and
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a.pos.y() <= b.pos.y() + b.size.y();
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}
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test collidesRect {
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const a: Point = .{ .pos = vec2(6, 4) };
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var b: Rectangle = .{ .pos = vec2(6, 3), .size = vec2(3, 2) };
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try testing.expect(bool, a.collidesRect(b)).eql(true);
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b.pos = vec2(9.1, 4);
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try testing.expect(bool, a.collidesRect(b)).eql(false);
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}
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pub fn collidesCircle(a: Point, b: Circle) bool {
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const dist_x = a.pos.x() - b.pos.x();
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const dist_y = a.pos.y() - b.pos.y();
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const distance = @sqrt((dist_x * dist_x) + (dist_y * dist_y));
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return distance <= b.radius;
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}
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test collidesCircle {
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const a: Point = .{ .pos = vec2(6, 4) };
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var b: Circle = .{ .pos = vec2(6, 3), .radius = 3 };
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try testing.expect(bool, a.collidesCircle(b)).eql(true);
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b.pos = vec2(9.1, 4);
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try testing.expect(bool, a.collidesCircle(b)).eql(false);
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}
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// TODO: add test for this function
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pub fn collidesPoly(point: Point, vertices: []const Vec2) bool {
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std.debug.assert(vertices.len > 2);
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var collision = false;
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const px = point.pos.x();
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const py = point.pos.y();
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for (vertices, 1..) |vc, i| {
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// Get next vertex in list.
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// If we've hit the end, wrap around to first.
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const vn = if (i == vertices.len) vertices[0] else vertices[i];
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if ((vc.y() > py) != (vn.y() > py) and
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px < (vn.x() - vc.x()) * (py - vc.y()) / (vn.y() - vc.y()) + vc.x())
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{
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collision = !collision;
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}
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}
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return collision;
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}
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// TODO: add test for this function
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pub fn collidesTriangle(point: Point, vertices: []const Vec2) bool {
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std.debug.assert(vertices.len == 3);
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const p1 = vertices[0];
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const p2 = vertices[1];
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const p3 = vertices[2];
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const alpha = ((p2.y() - p3.y()) * (point.pos.x() - p3.x()) + (p3.x() - p2.x()) * (point.pos.y() - p3.y())) /
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((p2.y() - p3.y()) * (p1.x() - p3.x()) + (p3.x() - p2.x()) * (p1.y() - p3.y()));
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const beta = ((p3.y() - p1.y()) * (point.pos.x() - p3.x()) + (p1.x() - p3.x()) * (point.pos.y() - p3.y())) /
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((p2.y() - p3.y()) * (p1.x() - p3.x()) + (p3.x() - p2.x()) * (p1.y() - p3.y()));
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const gamma = 1 - alpha - beta;
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return (alpha > 0) and (beta > 0) and (gamma > 0);
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}
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// TODO: add test for this function
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pub fn collidesLine(point: Point, line: Line) bool {
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const dxc = point.pos.x() - line.start.x();
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const dyc = point.pos.y() - line.start.y();
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const dxl = line.end.x() - line.start.x();
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const dyl = line.end.y() - line.start.y();
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const cross = dxc * dyl - dyc * dxl;
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if (@abs(cross) < line.threshold * @max(@abs(dxl), @abs(dyl))) {
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if (@abs(dxl) >= @abs(dyl)) {
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if (dxl > 0) {
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return (line.start.x() <= point.pos.x()) and (point.pos.x() <= line.end.x());
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} else {
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return (line.end.x() <= point.pos.x()) and (point.pos.x() <= line.start.x());
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}
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} else {
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if (dyl > 0) {
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return (line.start.y() <= point.pos.y()) and (point.pos.y() <= line.end.y());
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} else {
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return (line.end.y() <= point.pos.y()) and (point.pos.y() <= line.start.y());
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}
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}
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}
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return false;
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}
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};
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pub const Line = struct {
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start: Vec2,
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end: Vec2,
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threshold: f32,
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// TODO: add test for this function
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pub fn collidesLine(a: Line, b: Line) bool {
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const start_dist = a.start.sub(&b.start);
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const b_end_dist = b.end.sub(&b.start);
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const a_end_dist = a.end.sub(&a.start);
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const div = b_end_dist.y() * a_end_dist.x() - b_end_dist.x() * a_end_dist.y();
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const ua = b_end_dist.x() * start_dist.y() - b_end_dist.y() * start_dist.x() / div;
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const ub = a_end_dist.x() * start_dist.y() - a_end_dist.y() * start_dist.x() / div;
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return ua >= 0 and ua <= 1 and ub >= 0 and ub <= 1;
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}
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};
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@ -46,6 +46,9 @@ const mat = @import("mat.zig");
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const q = @import("quat.zig");
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const ray = @import("ray.zig");
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/// Public namespaces
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pub const collision = @import("collision.zig");
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/// Standard f32 precision types
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pub const Vec2 = vec.Vec(2, f32);
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pub const Vec3 = vec.Vec(3, f32);
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