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REVIEWED: CheckCollisionLines()
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@@ -1477,7 +1477,7 @@ bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2,
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if (div == 0.0f) return false; // WARNING: This check could not work due to float precision rounding issues...
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const float xi = ((startPos2.x - startPos2.x)*(startPos1.x*endPos1.y - startPos1.y*endPos1.x) - (startPos1.x - endPos1.x)*(startPos2.x*endPos2.y - startPos2.y*endPos2.x))/div;
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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;
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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;
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if (xi < fminf(startPos1.x, endPos1.x) || xi > fmaxf(startPos1.x, endPos1.x)) return false;
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