[shapes] CheckCollisionPointTriangle (fix), CheckCollisionPointLine (new routine) (#1695)
* CheckCollisionPointTriangle * New feature proposal to existing collision detection routines. It checks if point [point] belongs to line created between two points [p1] and [p2] with defined margin in pixels[threshold]. 1693
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1 changed files with 21 additions and 1 deletions
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src/shapes.c
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src/shapes.c
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@ -1468,7 +1468,7 @@ bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2
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float gamma = 1.0f - alpha - beta;
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if ((alpha > 0) && (beta > 0) & (gamma > 0)) collision = true;
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if ((alpha > 0) && (beta > 0) && (gamma > 0)) collision = true;
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return collision;
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}
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@ -1545,6 +1545,26 @@ bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2,
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return true;
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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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bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold)
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{
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bool collision = false;
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float dxc = point.x - p1.x;
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float dyc = point.y - p1.y;
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float dxl = p2.x - p1.x;
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float dyl = p2.y - p1.y;
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float cross = dxc*dyl - dyc*dxl;
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if (abs(cross) < threshold*fmaxf(fabsf(dxl), fabsf(dyl)))
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{
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if (fabsf(dxl) >= fabsf(dyl)) collision = (dxl > 0)? ((p1.x <= point.x) && (point.x <= p2.x)) : ((p2.x <= point.x) && (point.x <= p1.x));
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else
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collision = (dyl > 0)? ((p1.y <= point.y) && (point.y <= p2.y)) : ((p2.y <= point.y) && (point.y <= p1.y));
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}
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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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