|
|
|
@ -2365,30 +2365,30 @@ bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec) |
|
|
|
// Check the collision between two lines defined by two points each, returns collision point by reference |
|
|
|
bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint) |
|
|
|
{ |
|
|
|
bool collision = false; |
|
|
|
// According to https://en.wikipedia.org/wiki/Line–line_intersection#Given_two_points_on_each_line_segment |
|
|
|
float rx = endPos1.x - startPos1.x; |
|
|
|
float ry = endPos1.y - startPos1.y; |
|
|
|
float sx = endPos2.x - startPos2.x; |
|
|
|
float sy = endPos2.y - startPos2.y; |
|
|
|
|
|
|
|
float div = (endPos2.y - startPos2.y)*(endPos1.x - startPos1.x) - (endPos2.x - startPos2.x)*(endPos1.y - startPos1.y); |
|
|
|
float div = n">rx * sy - ry * sx; |
|
|
|
|
|
|
|
if (fabsf(div) >= FLT_EPSILON) |
|
|
|
{ |
|
|
|
collision = true; |
|
|
|
if (fabsf(div) < FLT_EPSILON) { |
|
|
|
return false; |
|
|
|
} |
|
|
|
|
|
|
|
float xi = ((startPos2.x - endPos2.x)*(startPos1.x*endPos1.y - startPos1.y*endPos1.x) - (startPos1.x - endPos1.x)*(startPos2.x*endPos2.y - startPos2.y*endPos2.x))/div; |
|
|
|
float yi = ((startPos2.y - endPos2.y)*(startPos1.x*endPos1.y - startPos1.y*endPos1.x) - (startPos1.y - endPos1.y)*(startPos2.x*endPos2.y - startPos2.y*endPos2.x))/div; |
|
|
|
float s12x = startPos2.x - startPos1.x; |
|
|
|
float s12y = startPos2.y - startPos1.y; |
|
|
|
|
|
|
|
if (((fabsf(startPos1.x - endPos1.x) > FLT_EPSILON) && (xi < fminf(startPos1.x, endPos1.x) || (xi > fmaxf(startPos1.x, endPos1.x)))) || |
|
|
|
((fabsf(startPos2.x - endPos2.x) > FLT_EPSILON) && (xi < fminf(startPos2.x, endPos2.x) || (xi > fmaxf(startPos2.x, endPos2.x)))) || |
|
|
|
((fabsf(startPos1.y - endPos1.y) > FLT_EPSILON) && (yi < fminf(startPos1.y, endPos1.y) || (yi > fmaxf(startPos1.y, endPos1.y)))) || |
|
|
|
((fabsf(startPos2.y - endPos2.y) > FLT_EPSILON) && (yi < fminf(startPos2.y, endPos2.y) || (yi > fmaxf(startPos2.y, endPos2.y))))) collision = false; |
|
|
|
float t = (s12x * sy - s12y * sx) / div; |
|
|
|
float u = (s12x * ry - s12y * rx) / div; |
|
|
|
|
|
|
|
if (collision && (collisionPoint != 0)) |
|
|
|
{ |
|
|
|
collisionPoint->x = xi; |
|
|
|
collisionPoint->y = yi; |
|
|
|
} |
|
|
|
if (0.0f <= t && t <= 1.0f && 0.0f <= u && u <= 1.0f) { |
|
|
|
collisionPoint->x = startPos1.x + t * rx; |
|
|
|
collisionPoint->y = startPos1.y + t * ry; |
|
|
|
return true; |
|
|
|
} |
|
|
|
|
|
|
|
return collision; |
|
|
|
return false; |
|
|
|
} |
|
|
|
|
|
|
|
// Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] |
|
|
|
|