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// requires the 'graphics' package | |
use graphics::math::{Vec2d, Matrix2d}; | |
fn transform(t: Matrix2d, e: [Vec2d; 2]) -> [Vec2d; 2] { | |
use graphics::math::transform_pos; | |
[ | |
transform_pos(t, e[0]), | |
transform_pos(t, e[1]), | |
] | |
} | |
fn get_perpendicular(e: [Vec2d; 2]) -> Vec2d { | |
use graphics::math::{ | |
perp, | |
sub, | |
}; | |
perp(sub(e[0], e[1])) | |
} | |
fn collides_rect_rect( | |
(p0, rot0, w0, h0): (Vec2d, f64, f64, f64), | |
(p1, rot1, w1, h1): (Vec2d, f64, f64, f64) | |
) -> bool { | |
use graphics::math::{ | |
transform_pos, | |
rotate_radians, | |
translate, | |
multiply, | |
scale, | |
dot, | |
}; | |
use std::f64; | |
let (sclm0, sclm1) = ( | |
scale(w0, h0), | |
scale(w1, h1) | |
); | |
let (rotm0, rotm1) = ( | |
rotate_radians(rot0), | |
rotate_radians(rot1) | |
); | |
let (trnm0, trnm1) = ( | |
translate(p0), | |
translate(p1) | |
); | |
let points0 = UNIT_POINTS.iter() | |
.map(|e| transform_pos(sclm0, *e)) | |
.map(|e| transform_pos(rotm0, e)) | |
.map(|e| transform_pos(trnm0, e)) | |
.collect::<Vec<_>>(); | |
let points1 = UNIT_POINTS.iter() | |
.map(|e| transform_pos(sclm1, *e)) | |
.map(|e| transform_pos(rotm1, e)) | |
.map(|e| transform_pos(trnm1, e)) | |
.collect::<Vec<_>>(); | |
// Do not need to scale or transform because we | |
// only need the perpendicular | |
UNIT_EDGES.iter() | |
.map(|e| transform(rotm0, *e)) | |
.chain( | |
UNIT_EDGES.iter() | |
.map(|e| transform(rotm1, *e)) | |
) | |
.map(get_perpendicular) | |
.map(|line| { | |
let l1 = line.clone(); | |
( | |
points0.iter() | |
.map(move |p| dot(*p, line)), | |
points1.iter() | |
.map(move |p| dot(*p, l1)) | |
) | |
}) | |
.map(|(flatPoints0, flatPoints1)| { | |
fn min_max(acc: (f64, f64), cur: f64) -> (f64, f64) { | |
(acc.0.min(cur), acc.1.max(cur)) | |
} | |
let (min0, max0) = | |
flatPoints0 | |
.fold((f64::INFINITY, f64::NEG_INFINITY), min_max); | |
let (min1, max1) = | |
flatPoints1 | |
.fold((f64::INFINITY, f64::NEG_INFINITY), min_max); | |
max0 >= min1 && max1 >= min0 | |
}) | |
.all(|b| b) | |
} | |
const UNIT_EDGES: [[Vec2d; 2]; 4] = [ | |
[ | |
[0.0, 0.0], | |
[0.0, 1.0], | |
], | |
[ | |
[0.0, 1.0], | |
[1.0, 1.0], | |
], | |
[ | |
[1.0, 1.0], | |
[1.0, 0.0], | |
], | |
[ | |
[1.0, 0.0], | |
[0.0, 0.0], | |
], | |
]; | |
const UNIT_POINTS: [Vec2d; 4] = [ | |
[0.0, 0.0], | |
[0.0, 1.0], | |
[1.0, 1.0], | |
[1.0, 0.0], | |
]; |
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