inital function
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@ -1295,6 +1295,7 @@ RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Ve
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RLAPI bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
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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
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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]
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RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2);
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RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
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//------------------------------------------------------------------------------------
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@ -2315,6 +2315,38 @@ bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshol
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return collision;
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}
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RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2)
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{
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//test if end points are in circle
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bool inside1 = CheckCollisionPointCircle(p1, center, radius);
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bool inside2 = CheckCollisionPointCircle(p2, center, radius);
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if (inside1 || inside2) return true;
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// get length of line
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float dx = p1.x - p2.x;
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float dy = p1.y - p2.y;
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float length = sqrtf((dx * dx) + (dy * dy));
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// dot product
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float dotProduct = (((center.x - p1.x) * (p2.x - p1.x)) + ((center.y - p1.y) * (p2.y - p1.y))) / (length * length);
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// closest point on line
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float closeX = p1.x + (dotProduct * (p2.x - p1.x));
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float closeY = p1.y + (dotProduct * (p2.y - p1.y));
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bool onSegment = CheckCollisionPointLine((Vector2) { closeX, closeY }, p1, p2, 0);
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if (!onSegment) return false;
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//distnce from circle to closest point
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dx = closeX - center.x;
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dy = closeY - center.y;
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float distance = sqrtf((dx * dx) + (dy * dy));
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if (distance <= radius) return true;
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return false;
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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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