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@@ -391,16 +391,24 @@ bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, floa
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}
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// Check collision between circle and rectangle
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+// NOTE: Reviewed version to take into account corner limit case
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bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
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{
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- bool collision = false;
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+ int recCenterX = rec.x + rec.width/2;
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+ int recCenterY = rec.y + rec.height/2;
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+
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+ float dx = abs(center.x - recCenterX);
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+ float dy = abs(center.y - recCenterY);
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- float dx = fabs((rec.x + rec.width/2) - center.x);
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- float dy = fabs((rec.y + rec.height/2) - center.y);
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+ if (dx > (rec.width/2 + radius)) { return false; }
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+ if (dy > (rec.height/2 + radius)) { return false; }
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- if ((dx <= (rec.width/2 + radius)) && (dy <= (rec.height/2 + radius))) collision = true;
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+ if (dx <= (rec.width/2)) { return true; }
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+ if (dy <= (rec.height/2)) { return true; }
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- return collision;
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+ float cornerDistanceSq = pow(dx - rec.width/2, 2) + pow(dy - rec.height/2, 2);
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+
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+ return (cornerDistanceSq <= (radius*radius));
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}
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// Get collision rectangle for two rectangles collision
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