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@ -1566,7 +1566,11 @@ bool CheckCollisionPointRec(Vector2 point, Rectangle rec) |
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// Check if point is inside circle |
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bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius) |
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{ |
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return CheckCollisionCircles(point, 0, center, radius); |
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bool collision = false; |
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collision = CheckCollisionCircles(point, 0, center, radius); |
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return collision; |
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} |
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// Check if point is inside a triangle defined by three points (p1, p2, p3) |
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@ -1617,6 +1621,8 @@ bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, floa |
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// NOTE: Reviewed version to take into account corner limit case |
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bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec) |
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{ |
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bool collision = false; |
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int recCenterX = (int)(rec.x + rec.width/2.0f); |
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int recCenterY = (int)(rec.y + rec.height/2.0f); |
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@ -1632,37 +1638,45 @@ bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec) |
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float cornerDistanceSq = (dx - rec.width/2.0f)*(dx - rec.width/2.0f) + |
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(dy - rec.height/2.0f)*(dy - rec.height/2.0f); |
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return (cornerDistanceSq <= (radius*radius)); |
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collision = (cornerDistanceSq <= (radius*radius)); |
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return collision; |
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} |
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// Check the collision between two lines defined by two points each, returns collision point by reference |
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bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint) |
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{ |
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const float div = (endPos2.y - startPos2.y)*(endPos1.x - startPos1.x) - (endPos2.x - startPos2.x)*(endPos1.y - startPos1.y); |
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if (fabsf(div) < FLT_EPSILON) return false; |
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const 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; |
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const 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; |
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bool collision = false; |
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if (fabsf(startPos1.x - endPos1.x) > FLT_EPSILON && (xi < fminf(startPos1.x, endPos1.x) || xi > fmaxf(startPos1.x, endPos1.x))) return false; |
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if (fabsf(startPos2.x - endPos2.x) > FLT_EPSILON && (xi < fminf(startPos2.x, endPos2.x) || xi > fmaxf(startPos2.x, endPos2.x))) return false; |
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if (fabsf(startPos1.y - endPos1.y) > FLT_EPSILON && (yi < fminf(startPos1.y, endPos1.y) || yi > fmaxf(startPos1.y, endPos1.y))) return false; |
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if (fabsf(startPos2.y - endPos2.y) > FLT_EPSILON && (yi < fminf(startPos2.y, endPos2.y) || yi > fmaxf(startPos2.y, endPos2.y))) return false; |
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float div = (endPos2.y - startPos2.y)*(endPos1.x - startPos1.x) - (endPos2.x - startPos2.x)*(endPos1.y - startPos1.y); |
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if (collisionPoint != 0) |
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if (fabsf(div) >= FLT_EPSILON) |
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{ |
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collisionPoint->x = xi; |
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collisionPoint->y = yi; |
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collision = true; |
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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; |
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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; |
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if (((fabsf(startPos1.x - endPos1.x) > FLT_EPSILON) && (xi < fminf(startPos1.x, endPos1.x) || (xi > fmaxf(startPos1.x, endPos1.x)))) || |
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((fabsf(startPos2.x - endPos2.x) > FLT_EPSILON) && (xi < fminf(startPos2.x, endPos2.x) || (xi > fmaxf(startPos2.x, endPos2.x)))) || |
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((fabsf(startPos1.y - endPos1.y) > FLT_EPSILON) && (yi < fminf(startPos1.y, endPos1.y) || (yi > fmaxf(startPos1.y, endPos1.y)))) || |
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((fabsf(startPos2.y - endPos2.y) > FLT_EPSILON) && (yi < fminf(startPos2.y, endPos2.y) || (yi > fmaxf(startPos2.y, endPos2.y))))) collision = false; |
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if (collision && (collisionPoint != NULL)) |
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{ |
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collisionPoint->x = xi; |
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collisionPoint->y = yi; |
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} |
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} |
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return true; |
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return ">collision; |
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} |
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// Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] |
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bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold) |
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{ |
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bool collision = false; |
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float dxc = point.x - p1.x; |
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float dyc = point.y - p1.y; |
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float dxl = p2.x - p1.x; |
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