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[examples] shapes_collision_ellipses (#5722)
* Added shapes_collision_ellipses example * Address review comments from raysan * Address review comments * update collision ellipses screenshot * Restore shapes_following_eyes.c to upstream * Rename shapes_collision_ellipses to shapes_ellipse_collision and fix header
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examples/shapes/shapes_ellipse_collision.c
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133
examples/shapes/shapes_ellipse_collision.c
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/*******************************************************************************************
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*
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* raylib [shapes] example - ellipse collision
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 5.5, last time updated with raylib 5.5
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*
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* Example contributed by Ziya (@Monjaris)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025 Ziya (@Monjaris)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <math.h>
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// Check if point is inside ellipse
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static bool CheckCollisionPointEllipse(Vector2 point, Vector2 center, float rx, float ry)
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{
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float dx = (point.x - center.x)/rx;
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float dy = (point.y - center.y)/ry;
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return (dx*dx + dy*dy) <= 1.0f;
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}
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// Check if two ellipses collide
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// Uses radial boundary distance in the direction between centers — scales correctly with radii
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static bool CheckCollisionEllipses(Vector2 c1, float rx1, float ry1, Vector2 c2, float rx2, float ry2)
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{
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float dx = c2.x - c1.x;
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float dy = c2.y - c1.y;
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float dist = sqrtf(dx*dx + dy*dy);
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// Ellipses are on top of each other
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if (dist == 0.0f) return true;
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float theta = atan2f(dy, dx);
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float cosT = cosf(theta);
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float sinT = sinf(theta);
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// Radial distance from center to ellipse boundary in direction theta
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// r(theta) = (rx * ry) / sqrt((ry*cos)^2 + (rx*sin)^2)
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float r1 = (rx1*ry1)/sqrtf((ry1*cosT)*(ry1*cosT) + (rx1*sinT)*(rx1*sinT));
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float r2 = (rx2*ry2)/sqrtf((ry2*cosT)*(ry2*cosT) + (rx2*sinT)*(rx2*sinT));
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return dist <= (r1 + r2);
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}
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision ellipses");
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SetTargetFPS(60);
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Vector2 ellipseACenter = { (float)screenWidth/4, (float)screenHeight/2 };
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float ellipseARx = 120.0f;
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float ellipseARy = 70.0f;
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Vector2 ellipseBCenter = { (float)screenWidth*3/4, (float)screenHeight/2 };
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float ellipseBRx = 90.0f;
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float ellipseBRy = 140.0f;
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// 0 = controlling A, 1 = controlling B
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int controlled = 0;
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KEY_A)) controlled = 0;
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if (IsKeyPressed(KEY_B)) controlled = 1;
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if (controlled == 0) ellipseACenter = GetMousePosition();
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else ellipseBCenter = GetMousePosition();
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bool ellipsesCollide = CheckCollisionEllipses(
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ellipseACenter, ellipseARx, ellipseARy,
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ellipseBCenter, ellipseBRx, ellipseBRy
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);
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bool mouseInA = CheckCollisionPointEllipse(GetMousePosition(), ellipseACenter, ellipseARx, ellipseARy);
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bool mouseInB = CheckCollisionPointEllipse(GetMousePosition(), ellipseBCenter, ellipseBRx, ellipseBRy);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawEllipse((int)ellipseACenter.x, (int)ellipseACenter.y, ellipseARx, ellipseARy, ellipsesCollide ? RED : BLUE);
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DrawEllipse((int)ellipseBCenter.x, (int)ellipseBCenter.y, ellipseBRx, ellipseBRy, ellipsesCollide ? RED : GREEN);
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DrawEllipseLines((int)ellipseACenter.x, (int)ellipseACenter.y, ellipseARx, ellipseARy, WHITE);
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DrawEllipseLines((int)ellipseBCenter.x, (int)ellipseBCenter.y, ellipseBRx, ellipseBRy, WHITE);
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DrawCircleV(ellipseACenter, 4, WHITE);
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DrawCircleV(ellipseBCenter, 4, WHITE);
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if (ellipsesCollide) DrawText("ELLIPSES COLLIDE", screenWidth/2 - 120, 40, 28, RED);
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else DrawText("NO COLLISION", screenWidth/2 - 80, 40, 28, DARKGRAY);
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DrawText(controlled == 0 ? "Controlling: A" : "Controlling: B", 20, screenHeight - 40, 20, YELLOW);
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if (mouseInA && controlled != 0) DrawText("Mouse inside ellipse A", 20, screenHeight - 70, 20, BLUE);
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if (mouseInB && controlled != 1) DrawText("Mouse inside ellipse B", 20, screenHeight - 70, 20, GREEN);
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DrawText("Press [A] or [B] to switch control", 20, 20, 20, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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CloseWindow();
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return 0;
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}
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BIN
examples/shapes/shapes_ellipse_collision.png
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BIN
examples/shapes/shapes_ellipse_collision.png
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