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@ -1316,6 +1316,7 @@ RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vect |
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// Basic shapes collision detection functions |
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// Basic shapes collision detection functions |
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RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles |
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RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles |
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RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles |
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RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles |
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RLAPI bool CheckCollisionTriangles(Vector2 t1p1, Vector2 t1p2, Vector2 t1p3, Vector2 t2p1, Vector2 t2p2, Vector2 t2p3); // Check collision between two triangles |
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RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle |
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RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle |
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RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2] |
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RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2] |
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RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle |
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RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle |
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