|
|
@ -2472,7 +2472,24 @@ void DrawBoundingBox(BoundingBox box, Color color) |
|
|
|
// Detect collision between two spheres |
|
|
|
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB) |
|
|
|
{ |
|
|
|
return Vector3DotProduct(Vector3Subtract(centerB,centerA),Vector3Subtract(centerB,centerA))<=(radiusA+radiusB)*(radiusA+radiusB); |
|
|
|
bool collision = false; |
|
|
|
|
|
|
|
// Simple way to check for collision, just checking distance between two points |
|
|
|
// Unfortunately, sqrtf() is a costly operation, so we avoid it with following solution |
|
|
|
/* |
|
|
|
float dx = centerA.x - centerB.x; // X distance between centers |
|
|
|
float dy = centerA.y - centerB.y; // Y distance between centers |
|
|
|
float dz = centerA.z - centerB.z; // Y distance between centers |
|
|
|
|
|
|
|
float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers |
|
|
|
|
|
|
|
if (distance <= (radiusA + radiusB)) collision = true; |
|
|
|
*/ |
|
|
|
|
|
|
|
// Check for distances squared to avoid sqrtf() |
|
|
|
collision = (Vector3DotProduct(Vector3Subtract(centerB, centerA), Vector3Subtract(centerB, centerA)) <= (radiusA + radiusB)*(radiusA + radiusB)); |
|
|
|
|
|
|
|
return collision; |
|
|
|
} |
|
|
|
|
|
|
|
// Detect collision between two boxes |
|
|
|