Use vertices instead of points in CheckCollisionPointPoly

This commit is contained in:
Nikita Kalashkikov 2023-05-26 12:36:09 +03:00
parent 144ae120ab
commit 4c583a18b7
2 changed files with 6 additions and 6 deletions

View File

@ -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

View File

@ -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;