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authorVictor Gallet <[email protected]>2020-12-21 21:04:02 +0100
committerGitHub <[email protected]>2020-12-21 21:04:02 +0100
commit668b3e4cfb8a11d46f6492e263463fca899faec2 (patch)
tree6aecb37585676d3ec441d0953cd4a33c41ebff8d /src/raymath.h
parent51e75be9d1ffeaf6d47d3670017cca36f4785a17 (diff)
downloadraylib-668b3e4cfb8a11d46f6492e263463fca899faec2.tar.gz
raylib-668b3e4cfb8a11d46f6492e263463fca899faec2.zip
[Math Feature]: Add two functions for Vector2 to know if two lines intersect and two segments intersect (#1466)
* Add a function to know if two lines intersect each other and if yes, get the intersection point * Remove indents * Rework the declaration of the 'Vector2LineIntersect' function, and add the 'Vector2SegmentIntersect' function * Remove bad indents * Fix compilation issues * Fix compilation error * Fix compilation error * Replace keyword '_Bool' by 'bool'
Diffstat (limited to 'src/raymath.h')
-rw-r--r--src/raymath.h39
1 files changed, 39 insertions, 0 deletions
diff --git a/src/raymath.h b/src/raymath.h
index 7f05ea4e..4ab5468a 100644
--- a/src/raymath.h
+++ b/src/raymath.h
@@ -336,6 +336,45 @@ RMDEF Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance)
return result;
}
+// Get the intersection point of two lines A and B defined by A(p1, p2) and B(p3, p4), return true if it exists, else false
+RMDEF bool Vector2LineIntersect(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, Vector2* pointIntersection)
+{
+ const float div = (p4.y - p3.y)*(p2.x - p1.x) - (p4.x -p3.x)*(p2.y - p1.y);
+
+ if (div == 0.f) return false;
+
+ const float coeff = ((p4.x - p3.x)*(p1.y - p3.y) - (p4.y - p3.y)*(p1.x - p3.x)) / div;
+
+ if (pointIntersection)
+ {
+ pointIntersection->x = p1.x + (p2.x - p1.x) * coeff;
+ pointIntersection->y = p1.y + (p2.y - p1.y) * coeff;
+ }
+ return true;
+}
+
+// Get the intersection point of two segments A and B defined by A(p1, p2) and B(P3, p4), return true if it exists, else false
+RMDEF bool Vector2SegmentIntersect(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, Vector2* pointIntersection)
+{
+ const float div = (p4.y - p3.y)*(p2.x - p1.x) - (p4.x -p3.x)*(p2.y - p1.y);
+
+ if (div == 0.f) return false;
+
+ const float xi = ((p3.x - p3.x)*(p1.x * p2.y - p1.y * p2.x) - (p1.x - p2.x)*(p3.x * p4.y - p3.y * p4.x)) / div;
+ const float yi = ((p3.y - p4.y)*(p1.x * p2.y - p1.y * p2.x) - (p1.y - p2.y)*(p3.x * p4.y - p3.y * p4.x)) / div;
+
+ if (xi < fminf(p1.x, p2.x) || xi > fmaxf(p1.x, p2.x)) return false;
+ if (xi < fminf(p3.x, p4.x) || xi > fmaxf(p3.x, p4.x)) return false;
+ if (yi < fminf(p1.y, p2.y) || yi > fmaxf(p1.y, p2.y)) return false;
+ if (yi < fminf(p3.y, p4.y) || yi > fmaxf(p3.y, p4.y)) return false;
+ if (pointIntersection)
+ {
+ pointIntersection->x = xi;
+ pointIntersection->y = yi;
+ }
+ return true;
+}
+
//----------------------------------------------------------------------------------
// Module Functions Definition - Vector3 math
//----------------------------------------------------------------------------------