optimize
This commit is contained in:
parent
747f9d9f1b
commit
ba934b16c1
|
|
@ -32,7 +32,7 @@ int main(void)
|
||||||
//----------------------------------------------------------
|
//----------------------------------------------------------
|
||||||
|
|
||||||
|
|
||||||
Vector2 p0 = { 0,0 };
|
Vector2 p0 = { 100,100 };
|
||||||
Vector2 p1 = { 300,300 };
|
Vector2 p1 = { 300,300 };
|
||||||
|
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -2325,18 +2325,18 @@ RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Ve
|
||||||
// get length of line
|
// 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 = sqrtf((dx * dx) + (dy * dy));
|
float length_sqr = ((dx * dx) + (dy * dy));
|
||||||
|
|
||||||
// dot product
|
// dot product
|
||||||
float dotProduct = (((center.x - p1.x) * (p2.x - p1.x)) + ((center.y - p1.y) * (p2.y - p1.y))) / (length * length);
|
float dotProduct = (((center.x - p1.x) * (p2.x - p1.x)) + ((center.y - p1.y) * (p2.y - p1.y))) / (length_sqr);
|
||||||
|
|
||||||
// closest point on line
|
// closest point on line
|
||||||
float closeX = p1.x + (dotProduct * (p2.x - p1.x));
|
float closeX = p1.x + (dotProduct * (p2.x - p1.x));
|
||||||
float closeY = p1.y + (dotProduct * (p2.y - p1.y));
|
float closeY = p1.y + (dotProduct * (p2.y - p1.y));
|
||||||
|
|
||||||
|
|
||||||
Vector2 close = { closeX, closeY };
|
Vector2 close = { closeX, closeY };
|
||||||
|
|
||||||
|
//is the point on the segment?
|
||||||
bool onSegment = CheckCollisionPointLine(close, p1, p2, 1);
|
bool onSegment = CheckCollisionPointLine(close, p1, p2, 1);
|
||||||
if (!onSegment) return false;
|
if (!onSegment) return false;
|
||||||
|
|
||||||
|
|
@ -2344,9 +2344,9 @@ RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Ve
|
||||||
|
|
||||||
dx = closeX - center.x;
|
dx = closeX - center.x;
|
||||||
dy = closeY - center.y;
|
dy = closeY - center.y;
|
||||||
float distance = sqrtf((dx * dx) + (dy * dy));
|
float distance_sqr = ((dx * dx) + (dy * dy));
|
||||||
|
|
||||||
if (distance <= radius) return true;
|
if (distance_sqr <= radius * radius) return true;
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue
Block a user