Reviewed function: CheckCollisionCircleRec()

This commit is contained in:
raysan5 2015-12-30 13:34:00 +01:00
parent da28cff0f6
commit 3b45336929

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@ -391,16 +391,24 @@ bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, floa
} }
// Check collision between circle and rectangle // Check collision between circle and rectangle
// NOTE: Reviewed version to take into account corner limit case
bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec) bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
{ {
bool collision = false; int recCenterX = rec.x + rec.width/2;
int recCenterY = rec.y + rec.height/2;
float dx = abs(center.x - recCenterX);
float dy = abs(center.y - recCenterY);
float dx = fabs((rec.x + rec.width/2) - center.x); if (dx > (rec.width/2 + radius)) { return false; }
float dy = fabs((rec.y + rec.height/2) - center.y); if (dy > (rec.height/2 + radius)) { return false; }
if ((dx <= (rec.width/2 + radius)) && (dy <= (rec.height/2 + radius))) collision = true; if (dx <= (rec.width/2)) { return true; }
if (dy <= (rec.height/2)) { return true; }
return collision; float cornerDistanceSq = pow(dx - rec.width/2, 2) + pow(dy - rec.height/2, 2);
return (cornerDistanceSq <= (radius*radius));
} }
// Get collision rectangle for two rectangles collision // Get collision rectangle for two rectangles collision