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https://github.com/raysan5/raylib.git
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@ -2365,30 +2365,30 @@ bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
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// Check the collision between two lines defined by two points each, returns collision point by reference
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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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bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint)
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{
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{
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bool collision = false;
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// According to https://en.wikipedia.org/wiki/Line–line_intersection#Given_two_points_on_each_line_segment
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float rx = endPos1.x - startPos1.x;
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float ry = endPos1.y - startPos1.y;
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float sx = endPos2.x - startPos2.x;
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float sy = endPos2.y - startPos2.y;
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float div = (endPos2.y - startPos2.y)*(endPos1.x - startPos1.x) - (endPos2.x - startPos2.x)*(endPos1.y - startPos1.y);
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float div = rx * sy - ry * sx;
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if (fabsf(div) >= FLT_EPSILON)
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if (fabsf(div) < FLT_EPSILON) {
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{
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return false;
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collision = true;
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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;
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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 (((fabsf(startPos1.x - endPos1.x) > FLT_EPSILON) && (xi < fminf(startPos1.x, endPos1.x) || (xi > fmaxf(startPos1.x, endPos1.x)))) ||
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((fabsf(startPos2.x - endPos2.x) > FLT_EPSILON) && (xi < fminf(startPos2.x, endPos2.x) || (xi > fmaxf(startPos2.x, endPos2.x)))) ||
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((fabsf(startPos1.y - endPos1.y) > FLT_EPSILON) && (yi < fminf(startPos1.y, endPos1.y) || (yi > fmaxf(startPos1.y, endPos1.y)))) ||
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((fabsf(startPos2.y - endPos2.y) > FLT_EPSILON) && (yi < fminf(startPos2.y, endPos2.y) || (yi > fmaxf(startPos2.y, endPos2.y))))) collision = false;
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if (collision && (collisionPoint != 0))
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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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}
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}
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return collision;
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float s12x = startPos2.x - startPos1.x;
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float s12y = startPos2.y - startPos1.y;
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float t = (s12x * sy - s12y * sx) / div;
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float u = (s12x * ry - s12y * rx) / div;
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if (0.0f <= t && t <= 1.0f && 0.0f <= u && u <= 1.0f) {
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collisionPoint->x = startPos1.x + t * rx;
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collisionPoint->y = startPos1.y + t * ry;
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return true;
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}
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return false;
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}
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}
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// Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
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// Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
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