Add CheckCollisionCircleLine

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Losy001 2024-05-22 20:25:12 +02:00 committed by GitHub
parent d9c5066382
commit 291cbaa140
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@ -2266,6 +2266,27 @@ bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
return collision;
}
// Check collision between line and circle
bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 startPos, Vector2 endPos)
{
float dx = endPos.x - startPos.x;
float dy = endPos.y - startPos.y;
float fx = center.x - startPos.x;
float fy = center.y - startPos.y;
float t = (fx * dx + fy * dy) / (dx * dx + dy * dy);
if (t < 0.0f) t = 0.0f;
if (t > 1.0f) t = 1.0f;
Vector2 closestPoint = { startPos.x + t * dx, startPos.y + t * dy };
float distanceSq = ((closestPoint.x - center.x)*(closestPoint.x - center.x) + (closestPoint.y - center.y)*(closestPoint.y - center.y));
return distanceSq <= (radius * radius);
}
// Check the collision between two lines defined by two points each, returns collision point by reference
bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint)
{