[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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kai-z99 2024-05-29 23:24:44 -07:00 committed by GitHub
parent d7a8af144d
commit 606cc1d897
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2 changed files with 25 additions and 0 deletions

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@ -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
//------------------------------------------------------------------------------------

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@ -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)
{