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kai-z99 2024-05-29 19:48:26 -07:00
parent 6b122259cf
commit 75df1acacf

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@ -2317,12 +2317,9 @@ bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshol
RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2) RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2)
{ {
// get length of line
float dx = p1.x - p2.x; float dx = p1.x - p2.x;
float dy = p1.y - p2.y; float dy = p1.y - p2.y;
float length_sqr = ((dx * dx) + (dy * dy)); float length_sqr = ((dx * dx) + (dy * dy));
// dot product
float dotProduct = (((center.x - p1.x) * (p2.x - p1.x)) + ((center.y - p1.y) * (p2.y - p1.y))) / (length_sqr); float dotProduct = (((center.x - p1.x) * (p2.x - p1.x)) + ((center.y - p1.y) * (p2.y - p1.y))) / (length_sqr);
if (dotProduct > 1.0f) if (dotProduct > 1.0f)
@ -2334,17 +2331,9 @@ RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Ve
dotProduct = 0.0f; dotProduct = 0.0f;
} }
// closest point on line float dx2 = (p1.x - (dotProduct * (dx))) - center.x;
float closeX = p1.x - (dotProduct * (dx)); float dy2 = (p1.y - (dotProduct * (dy))) - center.y;
float closeY = p1.y - (dotProduct * (dy)); float distance_sqr = ((dx2 * dx2) + (dy2 * dy2));
Vector2 close = { closeX, closeY };
//distnce from circle to closest point
dx = closeX - center.x;
dy = closeY - center.y;
float distance_sqr = ((dx * dx) + (dy * dy));
if (distance_sqr <= radius * radius) return true; if (distance_sqr <= radius * radius) return true;
return false; return false;