From 606cc1d897db0a2df201b1c5f7e98bda29d74c64 Mon Sep 17 00:00:00 2001 From: kai-z99 <147789796+kai-z99@users.noreply.github.com> Date: Wed, 29 May 2024 23:24:44 -0700 Subject: [PATCH] [rshapes]Circle line collision function (#4018) * inital function * working 1 * optimize * optimized dot product * simplify * cleanup * cleanup * cleanup * comment * var name change * epsilon --- src/raylib.h | 1 + src/rshapes.c | 24 ++++++++++++++++++++++++ 2 files changed, 25 insertions(+) diff --git a/src/raylib.h b/src/raylib.h index 1bf740b9..dfa98efb 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -1295,6 +1295,7 @@ RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Ve RLAPI bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices 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 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] +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] RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision //------------------------------------------------------------------------------------ diff --git a/src/rshapes.c b/src/rshapes.c index 80df64e2..cb85c1c5 100644 --- a/src/rshapes.c +++ b/src/rshapes.c @@ -2315,6 +2315,30 @@ bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshol return collision; } +// Check if circle collides with a line created betweeen two points [p1] and [p2] +RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2) +{ + float dx = p1.x - p2.x; + float dy = p1.y - p2.y; + + if ((fabsf(dx) + fabsf(dy)) <= FLT_EPSILON) + { + return CheckCollisionCircles(p1, 0, center, radius); + } + + float lengthSQ = ((dx * dx) + (dy * dy)); + float dotProduct = (((center.x - p1.x) * (p2.x - p1.x)) + ((center.y - p1.y) * (p2.y - p1.y))) / (lengthSQ); + + if (dotProduct > 1.0f) dotProduct = 1.0f; + else if (dotProduct < 0.0f) dotProduct = 0.0f; + + float dx2 = (p1.x - (dotProduct * (dx))) - center.x; + float dy2 = (p1.y - (dotProduct * (dy))) - center.y; + float distanceSQ = ((dx2 * dx2) + (dy2 * dy2)); + + return (distanceSQ <= radius * radius); +} + // Get collision rectangle for two rectangles collision Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2) {