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Collision_-_LinesegCircleCollide.c
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Collision_-_LinesegCircleCollide.c
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#include "raylib.h"
#include <math.h>
static bool linecirclecollide(int sx1, int sy1, int sx2, int sy2, int cx, int cy, float cr);
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib example.");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
Vector2 linea=(Vector2){GetMouseX(),GetMouseY()};
Vector2 lineb=(Vector2){linea.x-100,linea.y+50};
Vector2 circle=(Vector2){400,200};
float circleradius = 50;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawLine(linea.x,linea.y,lineb.x,lineb.y,RED);
DrawCircle(circle.x,circle.y,circleradius,YELLOW);
if(linecirclecollide(linea.x,linea.y,lineb.x,lineb.y,circle.x,circle.y,circleradius))
DrawText("Something is a foot..",10,10,30,BLUE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//'
//' Line(segment) to Circle Collision//
//'
bool linecirclecollide(int x1, int y1, int x2, int y2, int xc, int yc, float r){
float xd = 0.0f;
float yd = 0.0f;
float t = 0.0f;
float d = 0.0f;
float dx = 0.0f;
float dy = 0.0f;
dx = x2 - x1;
dy = y2 - y1;
t = ((yc - y1) * dy + (xc - x1) * dx) / (dy * dy + dx * dx);
if(0 <= t && t <= 1)
{
xd = x1 + t * dx;
yd = y1 + t * dy;
d = sqrt((xd - xc) * (xd - xc) + (yd - yc) * (yd - yc));
return d <= r;
}
else
{
d = sqrt((xc - x1) * (xc - x1) + (yc - y1) * (yc - y1));
if(d <= r)
{
return true;
}
else
{
d = sqrt((xc - x2) * (xc - x2) + (yc - y2) * (yc - y2));
if(d <= r)
{
return true;
}
else
{
return false;
}
}
}
}