mirror of https://github.com/raysan5/raylib
ADDED: CheckCollisionLines()
Removed function from raymath
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@ -1123,10 +1123,11 @@ RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation
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RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
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RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
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RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
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RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
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RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
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RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
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RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
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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 Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
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//------------------------------------------------------------------------------------
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// Texture Loading and Drawing Functions (Module: textures)
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@ -336,45 +336,6 @@ RMDEF Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance)
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return result;
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}
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// Get the intersection point of two lines A and B defined by A(p1, p2) and B(p3, p4), return true if it exists, else false
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RMDEF bool Vector2LineIntersect(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, Vector2* pointIntersection)
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{
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const float div = (p4.y - p3.y)*(p2.x - p1.x) - (p4.x -p3.x)*(p2.y - p1.y);
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if (div == 0.f) return false;
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const float coeff = ((p4.x - p3.x)*(p1.y - p3.y) - (p4.y - p3.y)*(p1.x - p3.x)) / div;
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if (pointIntersection)
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{
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pointIntersection->x = p1.x + (p2.x - p1.x) * coeff;
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pointIntersection->y = p1.y + (p2.y - p1.y) * coeff;
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}
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return true;
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}
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// Get the intersection point of two segments A and B defined by A(p1, p2) and B(P3, p4), return true if it exists, else false
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RMDEF bool Vector2SegmentIntersect(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, Vector2* pointIntersection)
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{
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const float div = (p4.y - p3.y)*(p2.x - p1.x) - (p4.x -p3.x)*(p2.y - p1.y);
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if (div == 0.f) return false;
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const float xi = ((p3.x - p3.x)*(p1.x * p2.y - p1.y * p2.x) - (p1.x - p2.x)*(p3.x * p4.y - p3.y * p4.x)) / div;
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const float yi = ((p3.y - p4.y)*(p1.x * p2.y - p1.y * p2.x) - (p1.y - p2.y)*(p3.x * p4.y - p3.y * p4.x)) / div;
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if (xi < fminf(p1.x, p2.x) || xi > fmaxf(p1.x, p2.x)) return false;
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if (xi < fminf(p3.x, p4.x) || xi > fmaxf(p3.x, p4.x)) return false;
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if (yi < fminf(p1.y, p2.y) || yi > fmaxf(p1.y, p2.y)) return false;
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if (yi < fminf(p3.y, p4.y) || yi > fmaxf(p3.y, p4.y)) return false;
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if (pointIntersection)
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{
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pointIntersection->x = xi;
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pointIntersection->y = yi;
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}
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return true;
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Vector3 math
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//----------------------------------------------------------------------------------
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24
src/shapes.c
24
src/shapes.c
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@ -1471,6 +1471,30 @@ bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
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return (cornerDistanceSq <= (radius*radius));
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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 (div == 0.0f) return false; // WARNING: This check could not work due to float precission rounding issues...
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const float xi = ((startPos2.x - startPos2.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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if (xi < fminf(startPos1.x, endPos1.x) || xi > fmaxf(startPos1.x, endPos1.x)) return false;
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if (xi < fminf(startPos2.x, endPos2.x) || xi > fmaxf(startPos2.x, endPos2.x)) return false;
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if (yi < fminf(startPos1.y, endPos1.y) || yi > fmaxf(startPos1.y, endPos1.y)) return false;
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if (yi < fminf(startPos2.y, endPos2.y) || yi > fmaxf(startPos2.y, endPos2.y)) return false;
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if (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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return true;
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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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