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package phys
Vec2 :: [2]f32
Rect :: struct {
start: Vec2,
size: Vec2,
}
Layer :: enum (u16) {
Default,
Hard, // hard collisions; don't let bodies intersect at all
Soft, // soft collisions; push away other bodies with a force
Enemy, // enemy hitboxes
Player, // player hitboxes
Enemy_Projectile,
Player_Projectile,
}
Collision_Type :: enum (u8) {
Up,
Down,
Right,
Left,
Horizontal,
Vertical,
}
Body :: struct {
handle: Body_Handle,
bin_idx: i32,
rect: Rect,
active: bool,
pos: Vec2,
vel: Vec2,
collisions: bit_set[Collision_Type;u8],
layers: bit_set[Layer;u16],
mask: bit_set[Layer;u16],
}
make_body :: proc(
rect: Rect,
layers := bit_set[Layer;u16]{.Default},
mask := bit_set[Layer;u16]{.Default},
) -> Body_Handle {
b := Body {
rect = rect,
layers = layers,
mask = mask,
active = true,
}
return add_body(b)
}
aabb_hori :: proc(a: Rect, b: Rect) -> bool {
return a.start.x < b.start.x + b.size.x && b.start.x < a.start.x + a.size.x
}
aabb_vert :: proc(a: Rect, b: Rect) -> bool {
return a.start.y < b.start.y + b.size.y && b.start.y < a.start.y + a.size.y
}
aabb :: proc(a: Rect, b: Rect) -> bool {
return aabb_hori(a, b) && aabb_vert(a, b)
}
point_aabb_hori :: proc(r: Rect, p: Vec2) -> bool {
return r.start.x < p.x && r.start.x + r.size.x > p.x
}
point_aabb_vert :: proc(r: Rect, p: Vec2) -> bool {
return r.start.y < p.y && r.start.y + r.size.y > p.y
}
point_aabb :: proc(r: Rect, p: Vec2) -> bool {
return point_aabb_hori(r, p) && point_aabb_vert(r, p)
}
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