REVIEWED: CheckCollision*() consistency

This commit is contained in:
Ray 2021-11-10 13:28:05 +01:00
parent 7158c80448
commit f6180efd35
1 changed files with 30 additions and 16 deletions

View File

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