[rshapes]Circle line collision function (#4018)
* inital function * working 1 * optimize * optimized dot product * simplify * cleanup * cleanup * cleanup * comment * var name change * epsilon
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@ -1295,6 +1295,7 @@ RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Ve
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RLAPI bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
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RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
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RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
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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 Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
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//------------------------------------------------------------------------------------
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@ -2315,6 +2315,30 @@ bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshol
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return collision;
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}
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// 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)
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{
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float dx = p1.x - p2.x;
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float dy = p1.y - p2.y;
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if ((fabsf(dx) + fabsf(dy)) <= FLT_EPSILON)
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{
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return CheckCollisionCircles(p1, 0, center, radius);
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}
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float lengthSQ = ((dx * dx) + (dy * dy));
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float dotProduct = (((center.x - p1.x) * (p2.x - p1.x)) + ((center.y - p1.y) * (p2.y - p1.y))) / (lengthSQ);
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if (dotProduct > 1.0f) dotProduct = 1.0f;
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else if (dotProduct < 0.0f) dotProduct = 0.0f;
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float dx2 = (p1.x - (dotProduct * (dx))) - center.x;
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float dy2 = (p1.y - (dotProduct * (dy))) - center.y;
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float distanceSQ = ((dx2 * dx2) + (dy2 * dy2));
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return (distanceSQ <= radius * radius);
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}
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// Get collision rectangle for two rectangles collision
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Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
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{
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