Updated to version 1.0.2
Some functions added (collision detection) Check CHANGELOG for details
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7 changed files with 179 additions and 9 deletions
99
src/shapes.c
99
src/shapes.c
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@ -2,7 +2,7 @@
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*
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* raylib.shapes
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*
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* Basic functions to draw 2d Shapes
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* Basic functions to draw 2d Shapes and check collisions
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*
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* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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*
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@ -26,7 +26,9 @@
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#include "raylib.h"
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#include <GL/gl.h> // OpenGL functions
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#include <stdlib.h> // Required for abs() function
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#include <math.h> // Math related functions, sin() and cos() used on DrawCircle*
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// sqrt() and pow() and abs() used on CheckCollision*
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//----------------------------------------------------------------------------------
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// Defines and Macros
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@ -323,4 +325,97 @@ void DrawPolyLine(Vector2 *points, int numPoints, Color color)
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//glDisable(GL_LINE_SMOOTH);
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}
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}
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}
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// Check collision between two rectangles
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bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2)
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{
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bool collision = false;
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int dx = abs((rec1.x + rec1.width / 2) - (rec2.x + rec2.width / 2));
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int dy = abs((rec1.y + rec1.height / 2) - (rec2.y + rec2.height / 2));
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if ((dx <= (rec1.width / 2 + rec2.width / 2)) && ((dy <= (rec1.height / 2 + rec2.height / 2)))) collision = true;
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return collision;
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}
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// Check collision between two circles
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bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2)
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{
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bool collision = false;
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float dx = center2.x - center1.x; // X distance between centers
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float dy = center2.y - center1.y; // Y distance between centers
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float distance = sqrt(dx*dx + dy*dy); // Distance between centers
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if (distance <= (radius1 + radius2)) collision = true;
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return collision;
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}
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// Check collision between circle and rectangle
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bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
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{
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bool collision = false;
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float dx = abs((rec.x + rec.width / 2) - center.x);
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float dy = abs((rec.y + rec.height / 2) - center.y);
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if ((dx <= (rec.width / 2 + radius)) && (dy <= (rec.height / 2 + radius))) collision = true;
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return collision;
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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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Rectangle retRec = { 0, 0, 0, 0 };
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if (CheckCollisionRecs(rec1, rec2))
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{
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int dxx = abs(rec1.x - rec2.x);
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int dyy = abs(rec1.y - rec2.y);
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if (rec1.x <= rec2.x)
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{
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if (rec1.y <= rec2.y)
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{
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retRec.x = rec2.x;
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retRec.y = rec2.y;
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retRec.width = rec1.width - dxx;
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retRec.height = rec1.height - dyy;
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}
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else
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{
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retRec.x = rec2.x;
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retRec.y = rec1.y;
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retRec.width = rec1.width - dxx;
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retRec.height = rec2.height - dyy;
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}
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}
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else
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{
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if (rec1.y <= rec2.y)
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{
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retRec.x = rec1.x;
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retRec.y = rec2.y;
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retRec.width = rec2.width - dxx;
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retRec.height = rec1.height - dyy;
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}
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else
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{
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retRec.x = rec1.x;
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retRec.y = rec1.y;
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retRec.width = rec2.width - dxx;
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retRec.height = rec2.height - dyy;
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}
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}
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if (retRec.width >= rec2.width) retRec.width = rec2.width;
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if (retRec.height >= rec2.height) retRec.height = rec2.height;
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}
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return retRec;
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}
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