#ifndef SHAPE_HPP
#define SHAPE_HPP 1
#include "vex.hpp"
#include <iostream>
#include <variant>
namespace shapes {
template<vex::arithmetic T>
struct shape
{
vex::vec2<T> position;
constexpr shape(const vex::vec2<T> p) : position(p) {}
constexpr shape(T x, T y) : position(x, y) {}
virtual void scale(T by) = 0;
virtual void translate(vex::vec2<T> by) { position += by; }
};
template<vex::arithmetic T>
struct point : public shape<T>
{
constexpr point(T x, T y) : shape<T>(vex::vec2<T>(x, y)) {}
constexpr point(const vex::vec2<T> &pos) : shape<T>(pos) {}
void scale(T by) override { (void)by; }
};
template<vex::arithmetic T>
struct line : public shape<T>
{
vex::vec2<T> end;
constexpr line(T x, T y, T z, T w) : shape<T>(vex::vec2<T>(x, y)), end(z, w){}
constexpr line(const vex::vec2<T> &pos, const vex::vec2<T> End) : shape<T>(pos), end(End) {}
void translate(vex::vec2<T> by)
{
this->position += by;
end += by;
}
void scale(T by) override {
end = vex::vec2<T>(
(T)std::floor((double)end[0] / (double)by),
(T)std::floor((double)end[1] / (double)by));
}
};
template<vex::arithmetic T>
struct circle : public shape<T>
{
T radius;
constexpr circle(T x, T y, T r) : shape<T>(vex::vec2<T>(x, y)), radius(r) {}
constexpr circle(const vex::vec2<T> &pos, T r) : shape<T>(pos), radius(r) {}
void scale(T by) override { radius /= by; }
};
template<vex::arithmetic T>
struct ellipse : public shape<T>
{
T a, b;
constexpr ellipse(T x, T y, T A, T B) : shape<T>(x, y), a(A), b(B) {}
constexpr ellipse(const vex::vec2<T> &pos, T A, T B) : shape<T>(pos), a(A), b(B) {}
void scale(T by) override {a /= by; b /= by; }
};
template<vex::arithmetic T>
struct rectangle : public shape<T>
{
vex::vec2<T> bounds;
constexpr rectangle(T x, T y, T w, T h) : shape<T>(vex::vec2<T>(x, y)), bounds(w, h) {}
constexpr rectangle(const vex::vec2<T> &pos, const vex::vec2<T> &wh) : shape<T>(pos), bounds(wh) {}
void scale(T by) override { bounds /= by; }
};
template<vex::arithmetic T>
using shapes_variant = std::variant<
point<T>, line<T>, circle<T>, ellipse<T>, rectangle<T>
>;
template<vex::arithmetic L, vex::arithmetic R>
static bool
intersects(const circle<L> &lhs, const point<R> &rhs)
{
vex::vec2<L> dist = rhs.position - lhs.position;
//std::cout << dist.magnitude() << ' ' << lhs.radius << ' ' << dist.magnitude() - lhs.radius << std::endl;
return dist.magnitude() < lhs.radius;
}
template<vex::arithmetic L, vex::arithmetic R>
static bool intersects(const point<L> &lhs, const circle<R> &rhs) { return intersects(rhs, lhs); }
template<vex::arithmetic L, vex::arithmetic R>
static bool
intersects(const ellipse<L> &lhs, const point<R> &rhs)
{
auto ds = lhs.position - rhs.position;
auto d2 = ds * ds;
L a2 = lhs.a * lhs.a;
L b2 = lhs.b * lhs.b;
return (((double)d2[0] / a2) + ((double)d2[1] / b2)) <= 1;
}
template<vex::arithmetic L, vex::arithmetic R>
static bool intersects(const point<L> &lhs, const ellipse<R> &rhs) { return intersects(rhs, lhs); }
template<vex::arithmetic L, vex::arithmetic R>
static bool
intersects(const rectangle<L> &lhs, const point<R> &rhs)
{
vex::vec2<L> corner = lhs.position + lhs.bounds;
return (rhs.position[0] > lhs.position[0] && rhs.position[0] < corner[0] &&
rhs.position[1] > lhs.position[1] && rhs.position[1] < corner[1]);
}
template<vex::arithmetic L, vex::arithmetic R>
static bool intersects(const point<L> &lhs, const rectangle<R> &rhs) { return intersects(rhs, lhs); }
template<vex::arithmetic L, vex::arithmetic R>
static bool
intersects(const line<L> &lhs, const line<R> &rhs)
{
double x1 = lhs.position[0], x2 = lhs.end[0], x3 = rhs.position[0], x4 = rhs.end[0];
double y1 = lhs.position[1], y2 = lhs.end[1], y3 = rhs.position[1], y4 = rhs.end[1];
double uA = ((x4-x3)*(y1-y3) - (y4-y3)*(x1-x3)) / ((y4-y3)*(x2-x1) - (x4-x3)*(y2-y1));
double uB = ((x2-x1)*(y1-y3) - (y2-y1)*(x1-x3)) / ((y4-y3)*(x2-x1) - (x4-x3)*(y2-y1));
if(uA >= 0 && uA <= 1 && uB >= 0 && uB <= 1) return true;
return false;
}
template<vex::arithmetic L, vex::arithmetic R>
static bool
intersects(const rectangle<L> &lhs, const line<R> &rhs)
{
vex::vec2<L> corner = lhs.position + lhs.bounds;
line<R> l(lhs.position, lhs.position + vex::vec2<R>(0, lhs.bounds[1]));
line<R> r(lhs.position + vex::vec2<R>(lhs.bounds[0], 0), corner);
line<R> d(lhs.position, lhs.position + vex::vec2<R>(lhs.bounds[0], 0));
line<R> u(lhs.position + vex::vec2<R>(0, lhs.bounds[1]), corner);
if(intersects(rhs, l) || intersects(rhs, r) || intersects(rhs, d) || intersects(rhs, u)) return true;
return (rhs.position[0] > lhs.position[0] && rhs.position[0] < corner[0] &&
rhs.position[1] > lhs.position[1] && rhs.position[1] < corner[1]) &&
(rhs.end[0] > lhs.position[0] && rhs.end[0] < corner[0] &&
rhs.end[1] > lhs.position[1] && rhs.end[1] < corner[1]);
}
template<vex::arithmetic L, vex::arithmetic R>
static bool intersects(const line<L> &lhs, const rectangle<R> &rhs) { return intersects(rhs, lhs); }
template<vex::arithmetic L, vex::arithmetic R>
static bool
intersects(const rectangle<L> &lhs, const circle<R> &rhs)
{
vex::vec2<L> dist{
rhs.position[0] - std::max(lhs.position[0], std::min(rhs.position[0], lhs.position[0] + lhs.bounds[0])),
rhs.position[1] - std::max(lhs.position[1], std::min(rhs.position[1], lhs.position[1] + lhs.bounds[1])),
};
return (dist[0] * dist[0]) + (dist[1] * dist[1]) < (rhs.radius * rhs.radius);
}
template<vex::arithmetic L, vex::arithmetic R>
static bool intersects(const circle<L> &lhs, const rectangle<R> &rhs) { return intersects(rhs, lhs); }
template<vex::arithmetic L, vex::arithmetic R>
static bool
intersects(const rectangle<L> &lhs, const ellipse<R> &rhs)
{
vex::vec2<L> dist{
rhs.position[0] - std::max(lhs.position[0], std::min(rhs.position[0], lhs.position[0] + lhs.bounds[0])),
rhs.position[1] - std::max(lhs.position[1], std::min(rhs.position[1], lhs.position[1] + lhs.bounds[1])),
};
vex::vec2<R> ab2 {
std::max<R>(1, rhs.a * rhs.a),
std::max<R>(1, rhs.b * rhs.b)
};
return ((dist[0] * dist[0]) / ab2[0]) + ((dist[1] * dist[1]) / ab2[1]) <= 1.0;
}
template<vex::arithmetic L, vex::arithmetic R>
static bool intersects(const ellipse<L> &lhs, const rectangle<R> &rhs) { return intersects(rhs, lhs); }
template<vex::arithmetic L, vex::arithmetic R>
static bool
intersects(const rectangle<L> &lhs, const rectangle<R> &rhs)
{
return (
(lhs.position[0] < rhs.position[0] + rhs.bounds[0]) &&
(lhs.position[0] + lhs.bounds[0] > rhs.position[0]) &&
(lhs.position[1] + lhs.bounds[1] < rhs.position[1]) &&
(lhs.position[1] > rhs.position[1] + rhs.position[1])
);
}
}
#endif