From 4c583a18b73ce0f683a0843b45b59acaba234aed Mon Sep 17 00:00:00 2001 From: Nikita Kalashkikov Date: Fri, 26 May 2023 12:36:09 +0300 Subject: [PATCH] Use vertices instead of points in CheckCollisionPointPoly --- src/raylib.h | 2 +- src/rshapes.c | 10 +++++----- 2 files changed, 6 insertions(+), 6 deletions(-) diff --git a/src/raylib.h b/src/raylib.h index b2b825831..c8b32e9f3 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -1215,7 +1215,7 @@ RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle -RLAPI bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices +RLAPI bool CheckCollisionPointPoly(Vector2 point, Vector2 *vertices, int verticesCount); // Check if point is within a polygon described by array of vertices RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision diff --git a/src/rshapes.c b/src/rshapes.c index 278886423..72e38b828 100644 --- a/src/rshapes.c +++ b/src/rshapes.c @@ -1635,16 +1635,16 @@ bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 // Check if point is within a polygon described by array of vertices // NOTE: Based on http://jeffreythompson.org/collision-detection/poly-point.php -bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount) +bool CheckCollisionPointPoly(Vector2 point, Vector2 *vertices, int verticesCount) { bool collision = false; - if (pointCount > 2) + if (verticesCount > 2) { - for (int i = 0; i < pointCount - 1; i++) + for (int i = 0; i < verticesCount - 1; i++) { - Vector2 vc = points[i]; - Vector2 vn = points[i + 1]; + Vector2 vc = vertices[i]; + Vector2 vn = vertices[i + 1]; if ((((vc.y >= point.y) && (vn.y < point.y)) || ((vc.y < point.y) && (vn.y >= point.y))) && (point.x < ((vn.x - vc.x)*(point.y - vc.y)/(vn.y - vc.y) + vc.x))) collision = !collision;