Added point vs polygon collision checking

This commit is contained in:
KirottuM 2021-02-04 17:14:16 +02:00
parent 56f014904f
commit d2ff3c271e
2 changed files with 99 additions and 0 deletions

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@ -1130,6 +1130,7 @@ RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec);
RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle 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 CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
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 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 CheckCollisionPointPolygon(Vector2 polygon[], int vertexCount, Vector2 point); // Check if point is inside a polygon
RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------

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@ -68,6 +68,9 @@
// Module specific Functions Declaration // Module specific Functions Declaration
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
static float EaseCubicInOut(float t, float b, float c, float d); // Cubic easing static float EaseCubicInOut(float t, float b, float c, float d); // Cubic easing
static bool OnSegment(Vector2 p, Vector2 q, Vector2 r);
static int Orientation(Vector2 p, Vector2 q, Vector2 r);
static bool DoIntersect(Vector2 p1, Vector2 q1, Vector2 p2, Vector2 q2);
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module Functions Definition // Module Functions Definition
@ -1521,6 +1524,40 @@ bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2,
return true; return true;
} }
// Another function from GeeksForGeeks
// Returns true if the point p lies inside the polygon[] with n vertices
bool CheckCollisionPointPolygon(Vector2 polygon[], int vertexCount, Vector2 point)
{
// There must be at least 3 vertices in polygon[]
if (vertexCount < 3) return false;
// Create a point for line segment from p to infinite
Vector2 extreme = {10000, point.y};
// Count intersections of the above line with sides of polygon
int count = 0, i = 0;
do
{
int next = (i+1)%vertexCount;
// Check if the line segment from 'p' to 'extreme' intersects
// with the line segment from 'polygon[i]' to 'polygon[next]'
if (DoIntersect(polygon[i], polygon[next], point, extreme))
{
// If the point 'p' is colinear with line segment 'i-next',
// then check if it lies on segment. If it lies, return true,
// otherwise false
if (Orientation(polygon[i], point, polygon[next]) == 0) return OnSegment(polygon[i], point, polygon[next]);
count++;
}
i = next;
} while (i != 0);
// Return true if count is odd, false otherwise
return count&1; // Same as (count%2 == 1)
}
// Get collision rectangle for two rectangles collision // Get collision rectangle for two rectangles collision
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2) Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
{ {
@ -1602,3 +1639,64 @@ static float EaseCubicInOut(float t, float b, float c, float d)
return 0.5f*c*(t*t*t + 2.0f) + b; return 0.5f*c*(t*t*t + 2.0f) + b;
} }
// Point inside polygon checking code
// Credit to https://www.geeksforgeeks.org/how-to-check-if-a-given-point-lies-inside-a-polygon/
#define INF 10000
// Given three colinear points p, q, r, the function checks if
// point q lies on line segment 'pr'
static bool OnSegment(Vector2 p, Vector2 q, Vector2 r)
{
if (q.x <= fmaxf(p.x, r.x) && q.x >= fminf(p.x, r.x) &&
q.y <= fmaxf(p.y, r.y) && q.y >= fminf(p.y, r.y))
return true;
return false;
}
// To find orientation of ordered triplet (p, q, r).
// The function returns following values
// 0 --> p, q and r are colinear
// 1 --> Clockwise
// 2 --> Counterclockwise
static int Orientation(Vector2 p, Vector2 q, Vector2 r)
{
int val = (q.y - p.y) * (r.x - q.x) -
(q.x - p.x) * (r.y - q.y);
if (val == 0) return 0; // colinear
return (val > 0)? 1: 2; // clock or counterclock wise
}
// The function that returns true if line segment 'p1q1'
// and 'p2q2' intersect.
static bool DoIntersect(Vector2 p1, Vector2 q1, Vector2 p2, Vector2 q2)
{
// Find the four orientations needed for general and
// special cases
int o1 = Orientation(p1, q1, p2);
int o2 = Orientation(p1, q1, q2);
int o3 = Orientation(p2, q2, p1);
int o4 = Orientation(p2, q2, q1);
// General case
if (o1 != o2 && o3 != o4)
return true;
// Special Cases
// p1, q1 and p2 are colinear and p2 lies on segment p1q1
if (o1 == 0 && OnSegment(p1, p2, q1)) return true;
// p1, q1 and p2 are colinear and q2 lies on segment p1q1
if (o2 == 0 && OnSegment(p1, q2, q1)) return true;
// p2, q2 and p1 are colinear and p1 lies on segment p2q2
if (o3 == 0 && OnSegment(p2, p1, q2)) return true;
// p2, q2 and q1 are colinear and q1 lies on segment p2q2
if (o4 == 0 && OnSegment(p2, q1, q2)) return true;
return false; // Doesn't fall in any of the above cases
}
// End of GeeksForGeeks code