Files
GameLib/Util.c
2022-01-31 05:27:57 +01:00

94 lines
1.8 KiB
C

#include <math.h>
#include "Util.h"
/////////////////////////////
// SolveQuadratic
//
// Solves a Quadratic equation using a, b and c coeficients.
int SolveQuadratic(float a,float b,float c,float *Rmin,float *Rmax){
float root;
float divisor;
float b2;
b2=b*b;
root=b2-4.0*a*c;
if(root<0){
// Complex
return(0);
}
divisor=(2.0*a);
if(fabs(divisor)==0.0f){
// +inf -inf
return(0);
}
root=sqrtf(root);
Rmin[0]=(float)((-b-root)/divisor);
Rmax[0]=(float)((-b+root)/divisor);
return(1);
}
/////////////////////////////
// Intersec_RayUnitCircle
//
// Intersection between a ray and a Unit Circle.
int Intersec_RayUnitCircle(vec2 orig,vec2 vel,vec2 center,float *t){
float a,b,c;
float Rmin,Rmax;
vec2 temp;
// Solve as a unit circle
a=vec2_dot(vel,vel);
if(fabs(a)<=0.0f){
return(0);
}
vec2_minus(temp,orig,center);
b=2.0f*vec2_dot(temp,vel);
c=vec2_dot(temp,temp)-1.0f;
if(SolveQuadratic(a,b,c,&Rmin,&Rmax)){
if(Rmin>=-0.0f && Rmin<Rmax && Rmin<=1.0f){
*t=Rmin;
return(1);
}
if(Rmax>=-0.0f && Rmin>Rmax && Rmax<=1.0f){
*t=Rmax;
return(1);
}
}
return(0);
}
/////////////////////////////
// Colision_CircleCircle
//
// Colision point of a circle against another circle.
int Colision_CircleCircle(
vec2 cir1[2],float rad1,
vec2 cir2,float rad2,
float *t,vec2 n)
{
vec2 vel,orig,cen,temp;
float rads,invrads;
// Convert to a unit circle vs ray
rads=rad1+rad2;
invrads=1.0f/rads;
vec2_minus(vel,cir1[1],cir1[0]);
vec2_scale(vel,vel,invrads);
vec2_scale(orig,cir1[0],invrads);
vec2_scale(cen,cir2,invrads);
if(Intersec_RayUnitCircle(orig,vel,cen,t)){
// Calculate n
vec2_minus(vel,cir1[1],cir1[0]);
vec2_scale(temp,vel,*t);
vec2_plus(temp,cir1[0],temp);
vec2_minus(temp,cir2,temp);
vec2_scale(n,temp,1.0f/rads);
return(1);
}
return(0);
}