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Эх сурвалжийг харах

REVIEWED: CheckCollision*() consistency

Ray 3 жил өмнө
parent
commit
f6180efd35
1 өөрчлөгдсөн 30 нэмэгдсэн , 16 устгасан
  1. 30 16
      src/rshapes.c

+ 30 - 16
src/rshapes.c

@@ -1566,7 +1566,11 @@ bool CheckCollisionPointRec(Vector2 point, Rectangle rec)
 // Check if point is inside circle
 bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius)
 {
-    return CheckCollisionCircles(point, 0, center, radius);
+    bool collision = false;
+    
+    collision = CheckCollisionCircles(point, 0, center, radius);
+
+    return collision;
 }
 
 // Check if point is inside a triangle defined by three points (p1, p2, p3)
@@ -1617,6 +1621,8 @@ bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, floa
 // NOTE: Reviewed version to take into account corner limit case
 bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
 {
+    bool collision = false;
+
     int recCenterX = (int)(rec.x + rec.width/2.0f);
     int recCenterY = (int)(rec.y + rec.height/2.0f);
 
@@ -1632,37 +1638,45 @@ bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
     float cornerDistanceSq = (dx - rec.width/2.0f)*(dx - rec.width/2.0f) +
                              (dy - rec.height/2.0f)*(dy - rec.height/2.0f);
 
-    return (cornerDistanceSq <= (radius*radius));
+    collision = (cornerDistanceSq <= (radius*radius));
+    
+    return collision;
 }
 
 // Check the collision between two lines defined by two points each, returns collision point by reference
 bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint)
 {
-    const float div = (endPos2.y - startPos2.y)*(endPos1.x - startPos1.x) - (endPos2.x - startPos2.x)*(endPos1.y - startPos1.y);
-
-    if (fabsf(div) < FLT_EPSILON) return false;
-
-    const float xi = ((startPos2.x - endPos2.x)*(startPos1.x*endPos1.y - startPos1.y*endPos1.x) - (startPos1.x - endPos1.x)*(startPos2.x*endPos2.y - startPos2.y*endPos2.x))/div;
-    const float yi = ((startPos2.y - endPos2.y)*(startPos1.x*endPos1.y - startPos1.y*endPos1.x) - (startPos1.y - endPos1.y)*(startPos2.x*endPos2.y - startPos2.y*endPos2.x))/div;
+    bool collision = false;
 
-    if (fabsf(startPos1.x - endPos1.x) > FLT_EPSILON && (xi < fminf(startPos1.x, endPos1.x) || xi > fmaxf(startPos1.x, endPos1.x))) return false;
-    if (fabsf(startPos2.x - endPos2.x) > FLT_EPSILON && (xi < fminf(startPos2.x, endPos2.x) || xi > fmaxf(startPos2.x, endPos2.x))) return false;
-    if (fabsf(startPos1.y - endPos1.y) > FLT_EPSILON && (yi < fminf(startPos1.y, endPos1.y) || yi > fmaxf(startPos1.y, endPos1.y))) return false;
-    if (fabsf(startPos2.y - endPos2.y) > FLT_EPSILON && (yi < fminf(startPos2.y, endPos2.y) || yi > fmaxf(startPos2.y, endPos2.y))) return false;
+    float div = (endPos2.y - startPos2.y)*(endPos1.x - startPos1.x) - (endPos2.x - startPos2.x)*(endPos1.y - startPos1.y);
 
-    if (collisionPoint != 0)
+    if (fabsf(div) >= FLT_EPSILON)
     {
-        collisionPoint->x = xi;
-        collisionPoint->y = yi;
+        collision = true;
+        
+        float xi = ((startPos2.x - endPos2.x)*(startPos1.x*endPos1.y - startPos1.y*endPos1.x) - (startPos1.x - endPos1.x)*(startPos2.x*endPos2.y - startPos2.y*endPos2.x))/div;
+        float yi = ((startPos2.y - endPos2.y)*(startPos1.x*endPos1.y - startPos1.y*endPos1.x) - (startPos1.y - endPos1.y)*(startPos2.x*endPos2.y - startPos2.y*endPos2.x))/div;
+    
+        if (((fabsf(startPos1.x - endPos1.x) > FLT_EPSILON) && (xi < fminf(startPos1.x, endPos1.x) || (xi > fmaxf(startPos1.x, endPos1.x)))) ||
+            ((fabsf(startPos2.x - endPos2.x) > FLT_EPSILON) && (xi < fminf(startPos2.x, endPos2.x) || (xi > fmaxf(startPos2.x, endPos2.x)))) ||
+            ((fabsf(startPos1.y - endPos1.y) > FLT_EPSILON) && (yi < fminf(startPos1.y, endPos1.y) || (yi > fmaxf(startPos1.y, endPos1.y)))) ||
+            ((fabsf(startPos2.y - endPos2.y) > FLT_EPSILON) && (yi < fminf(startPos2.y, endPos2.y) || (yi > fmaxf(startPos2.y, endPos2.y))))) collision = false;
+
+        if (collision && (collisionPoint != NULL))
+        {
+            collisionPoint->x = xi;
+            collisionPoint->y = yi;
+        }
     }
 
-    return true;
+    return collision;
 }
 
 // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
 bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold)
 {
     bool collision = false;
+
     float dxc = point.x - p1.x;
     float dyc = point.y - p1.y;
     float dxl = p2.x - p1.x;