TheMrCerebro
New Member
 Joined
 Apr 7, 2018
 Location
 Spain
Hello everyone!!!
These are some very useful functions to detect collisions in different ways, each one will use the one that best suits your game or application. I do not think they need examples, they are very intuitive to use.
Note: Many of the functions I have not tried, but I hope they work.
These are some very useful functions to detect collisions in different ways, each one will use the one that best suits your game or application. I do not think they need examples, they are very intuitive to use.
Note: Many of the functions I have not tried, but I hope they work.
Code:
#rem
Created by http://benmoren.com
Some functions and code modified version from http://www.jeffreythompson.org/collisiondetection
GNU LGPL 2.1 License
Version 0.1  January 10th, 2016
#end
'Version for CerberusX by TheMrCerebro
'[~++~+~+~++~+~++~++~+~+~ 2D ~+~+~++~+~++~+~+~+~+~+~+~+~+~+~+]
Function colRectRect(x#, y#, w#, h#, x2#, y2#, w2#, h2#)
'add in a thing to detect rectMode CENTER
If (x + w >= x2 And x <= x2 + w2 And y + h >= y2 And y <= y2 + h2) Return True
Return False
End
Function colRectCircle(rx#, ry#, rw#, rh#, cx#, cy#, diameter#)
'temporary variables to set edges for testing
Local testX# = cx
Local testY# = cy
'which edge is closest?
If (cx < rx)
testX = rx 'left edge
Else If (cx > rx+rw)
testX = rx+rw 'right edge
endif
If (cy < ry)
testY = ry 'top edge
Else If (cy > ry+rh)
testY = ry+rh 'bottom edge
endif
'get distance from closest edges
Local distance# = Sqrt( Pow(cxtestX,2)+Pow(cytestY,2) )
'if the distance is less than the radius, collision!
if (distance <= diameter/2) return true
Return False
End
Function colCircleCircle(x#, y#, d#, x2#, y2#, d2#)
If Sqrt( Pow(xx2,2)+Pow(yy2,2) ) <= (d/2)+(d2/2) Then Return True
Return False
End
Function colPointCircle(x#, y#, cx#, cy#, d#)
If Sqrt( Pow(xcx,2)+Pow(ycy,2) ) <= d/2 Then Return True
Return False
End
Function colPointPoint(x1#, y1#, x2#, y2#)
'are the two points in the same location?
if (x1 = x2 and y1 = y2) then return true
Return False
End
Function colPointRect(pointX#, pointY#, x#, y#, xW#, yW#)
If (pointX >= x And pointX <= x + xW And pointY >= y And pointY <= y + yW) Then Return True
Return False
End
function colLineRect(x1#, y1#, x2#, y2#, rx#, ry#, rw#, rh#)
'check if the line has hit any of the rectangle's sides
'uses the Line/Line function below
Local left? = colLineLine(x1,y1,x2,y2, rx,ry,rx, ry+rh)
Local right? = colLineLine(x1,y1,x2,y2, rx+rw,ry, rx+rw,ry+rh)
Local top? = colLineLine(x1,y1,x2,y2, rx,ry, rx+rw,ry)
Local bottom? = colLineLine(x1,y1,x2,y2, rx,ry+rh, rx+rw,ry+rh)
'if ANY of the above are true, the line has hit the rectangle
If (left or right or top or bottom) Then Return True
Return False
end
Function colLineLine(x1#, y1#, x2#, y2#, x3#, y3#, x4#, y4#)
'calculate the direction of the lines
Local uA# = ((x4x3)*(y1y3)  (y4y3)*(x1x3)) / ((y4y3)*(x2x1)  (x4x3)*(y2y1))
Local uB# = ((x2x1)*(y1y3)  (y2y1)*(x1x3)) / ((y4y3)*(x2x1)  (x4x3)*(y2y1))
'if uA and uB are between 01, lines are colliding
if (uA >= 0 and uA <= 1 and uB >= 0 and uB <= 1) then Return True
Return False
end
Function colLineCircle(x1#, y1#, x2#, y2#, cx#, cy#, r#)
'is either end INSIDE the circle?
'if so, return true immediately
Local inside1? = colPointCircle(x1,y1, cx,cy,r)
local inside2? = colPointCircle(x2,y2, cx,cy,r)
if (inside1 or inside2) return true
'get length of the line
Local distX# = x1  x2
Local distY# = y1  y2
Local len# = Sqrt( (distX*distX) + (distY*distY) )
'get dot product of the line and circle
Local dot# = ( ((cxx1)*(x2x1)) + ((cyy1)*(y2y1)) ) / Pow(len,2)
'find the closest point on the line
Local closestX# = x1 + (dot * (x2x1))
Local closestY# = y1 + (dot * (y2y1))
'is this point actually on the line segment?
'if so keep going, but if not, return false
Local onSegment? = colLinePoint(x1,y1,x2,y2, closestX,closestY)
If Not onSegment Then Return False
'get distance to closest point
distX = closestX  cx
distY = closestY  cy
Local distance# = Sqrt( (distX*distX) + (distY*distY) )
If (distance <= r) Then Return True
return false
end
Function colLinePoint(x1#, y1#, x2#, y2#, px#, py#)
'get distance from the point to the two ends of the line
Local d1# = dist(px,py, x1,y1)
local d2# = dist(px,py, x2,y2)
'get the length of the line
Local lineLen# = dist(x1,y1, x2,y2)
'since floats are so minutely accurate, add
'a little buffer zone that will give collision
Local buffer# = 0.1 'higher # = less accurate
'if the two distances are equal to the line's length, the
'point is on the line!
'note we use the buffer here to give a range, rather than one #
If (d1+d2 >= lineLenbuffer and d1+d2 <= lineLen+buffer) Then Return True
Return False
End
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