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authorraysan5 <raysan5@gmail.com>2013-11-30 18:12:40 +0100
committerraysan5 <raysan5@gmail.com>2013-11-30 18:12:40 +0100
commit294533ccda115b5e638ab1f9219f86d73c9c4550 (patch)
tree79231c1eba341e091dcbcb5c8182c27222af3195 /src/shapes.c
parentc7220ab1b3692d81c999fcf37afdf9908d728350 (diff)
downloadraylib-294533ccda115b5e638ab1f9219f86d73c9c4550.tar.gz
raylib-294533ccda115b5e638ab1f9219f86d73c9c4550.zip
Updated to version 1.0.2
Some functions added (collision detection) Check CHANGELOG for details
Diffstat (limited to 'src/shapes.c')
-rw-r--r--src/shapes.c99
1 files changed, 97 insertions, 2 deletions
diff --git a/src/shapes.c b/src/shapes.c
index ea55f198..56467665 100644
--- a/src/shapes.c
+++ b/src/shapes.c
@@ -2,7 +2,7 @@
*
* raylib.shapes
*
-* Basic functions to draw 2d Shapes
+* Basic functions to draw 2d Shapes and check collisions
*
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
@@ -26,7 +26,9 @@
#include "raylib.h"
#include <GL/gl.h> // OpenGL functions
+#include <stdlib.h> // Required for abs() function
#include <math.h> // Math related functions, sin() and cos() used on DrawCircle*
+ // sqrt() and pow() and abs() used on CheckCollision*
//----------------------------------------------------------------------------------
// Defines and Macros
@@ -323,4 +325,97 @@ void DrawPolyLine(Vector2 *points, int numPoints, Color color)
//glDisable(GL_LINE_SMOOTH);
}
-}
+}
+
+// Check collision between two rectangles
+bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2)
+{
+ bool collision = false;
+
+ int dx = abs((rec1.x + rec1.width / 2) - (rec2.x + rec2.width / 2));
+ int dy = abs((rec1.y + rec1.height / 2) - (rec2.y + rec2.height / 2));
+
+ if ((dx <= (rec1.width / 2 + rec2.width / 2)) && ((dy <= (rec1.height / 2 + rec2.height / 2)))) collision = true;
+
+ return collision;
+}
+
+// Check collision between two circles
+bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2)
+{
+ bool collision = false;
+
+ float dx = center2.x - center1.x; // X distance between centers
+ float dy = center2.y - center1.y; // Y distance between centers
+
+ float distance = sqrt(dx*dx + dy*dy); // Distance between centers
+
+ if (distance <= (radius1 + radius2)) collision = true;
+
+ return collision;
+}
+
+// Check collision between circle and rectangle
+bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
+{
+ bool collision = false;
+
+ float dx = abs((rec.x + rec.width / 2) - center.x);
+ float dy = abs((rec.y + rec.height / 2) - center.y);
+
+ if ((dx <= (rec.width / 2 + radius)) && (dy <= (rec.height / 2 + radius))) collision = true;
+
+ return collision;
+}
+
+// Get collision rectangle for two rectangles collision
+Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
+{
+ Rectangle retRec = { 0, 0, 0, 0 };
+
+ if (CheckCollisionRecs(rec1, rec2))
+ {
+ int dxx = abs(rec1.x - rec2.x);
+ int dyy = abs(rec1.y - rec2.y);
+
+ if (rec1.x <= rec2.x)
+ {
+ if (rec1.y <= rec2.y)
+ {
+ retRec.x = rec2.x;
+ retRec.y = rec2.y;
+ retRec.width = rec1.width - dxx;
+ retRec.height = rec1.height - dyy;
+ }
+ else
+ {
+ retRec.x = rec2.x;
+ retRec.y = rec1.y;
+ retRec.width = rec1.width - dxx;
+ retRec.height = rec2.height - dyy;
+ }
+ }
+ else
+ {
+ if (rec1.y <= rec2.y)
+ {
+ retRec.x = rec1.x;
+ retRec.y = rec2.y;
+ retRec.width = rec2.width - dxx;
+ retRec.height = rec1.height - dyy;
+ }
+ else
+ {
+ retRec.x = rec1.x;
+ retRec.y = rec1.y;
+ retRec.width = rec2.width - dxx;
+ retRec.height = rec2.height - dyy;
+ }
+ }
+
+ if (retRec.width >= rec2.width) retRec.width = rec2.width;
+ if (retRec.height >= rec2.height) retRec.height = rec2.height;
+ }
+
+ return retRec;
+}