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cftCollisions.cxs
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Strict
#rem
Title: fantomCX
Description: A 2D game framework for the Cerberus X programming language
Author: Michael Hartlef
Contact: [email protected]
Website: http://www.fantomgl.com
License: MIT
#End
Import fantomCX
'#DOCON#
'nav:<blockquote><nav><b>fantomCX documentation</b> | <a href="index.html">Home</a> | <a href="classes.html">Classes</a> | <a href="3rdpartytools.html">3rd party tools</a> | <a href="examples.html">Examples</a> | <a href="changes.html">Changes</a></nav></blockquote>
'header:The module cftCollisions is a collection of several of several collision dectection functions. these are utilized mostly inside the ftObject class to determine if a collision has happened.
'-----------------------------------------------------------------------------
Function ftColl_Bound2Bound:Bool(obj1:ftObject, obj2:ftObject)
Local left1:Float
Local left2:Float
Local right1:Float
Local right2:Float
Local top1:Float
Local top2:Float
Local bottom1:Float
Local bottom2:Float
Local h:Float
Local w:Float
Local wxs1:Float = obj1.w * obj1.scaleX * obj1.collScale
Local hys1:Float = obj1.h * obj1.scaleY * obj1.collScale
Local wxs2:Float = obj2.w * obj2.scaleX * obj2.collScale
Local hys2:Float = obj2.h * obj2.scaleY * obj2.collScale
left1 = obj1.xPos + obj1.handleOffX - wxs1/2.0
right1 = left1 + wxs1
left2 = obj2.xPos + obj2.handleOffX - wxs2/2.0
right2 = left2 + wxs2
If (right1 < left2) Then Return False
If (left1 > right2) Then Return False
top1 = obj1.yPos + obj1.handleOffY - hys1/2.0
bottom1 = top1 + hys1
top2 = obj2.yPos + obj2.handleOffY - hys2/2.0
bottom2 = top2 + hys2
If (bottom1 < top2) Then Return False
If (top1 > bottom2) Then Return False
Return True
End
'-----------------------------------------------------------------------------
Function ftColl_IsBetween:Bool(v:Float,l:Float,h:Float)
If v >= l And v <= h Then Return True
Return False
End
'-----------------------------------------------------------------------------
Function ftColl_IsIn:Bool(p:ftVec2Dp, a:ftVec2Dp, b:ftVec2Dp, d:ftVec2Dp)
Local v:ftVec2Dp = New ftVec2Dp
Local v1:ftVec2Dp = New ftVec2Dp
Local v2:ftVec2Dp = New ftVec2Dp
v.x = p.x - a.x
v.y = p.y - a.y
v1.x = b.x - a.x
v1.y = b.y - a.y
v2.x = d.x - a.x
v2.y = d.y - a.y
If ftColl_IsBetween(ftColl_Vec2DotProduct(v, v1), 0, ftColl_Vec2DotProduct(v1, v1)) And ftColl_IsBetween(ftColl_Vec2DotProduct(v, v2), 0, ftColl_Vec2DotProduct(v2, v2)) Then Return True
Return False
End
'-----------------------------------------------------------------------------
Function ftColl_Box2Box:Bool(pSpriteA:ftObject, pSpriteB:ftObject)
' -- Corner points
Local ap1:ftVec2Dp = New ftVec2Dp
Local ap2:ftVec2Dp = New ftVec2Dp
Local ap3:ftVec2Dp = New ftVec2Dp
Local ap4:ftVec2Dp = New ftVec2Dp
Local bp1:ftVec2Dp = New ftVec2Dp
Local bp2:ftVec2Dp = New ftVec2Dp
Local bp3:ftVec2Dp = New ftVec2Dp
Local bp4:ftVec2Dp = New ftVec2Dp
Local a1p1:ftVec2Dp = New ftVec2Dp
Local a1p2:ftVec2Dp = New ftVec2Dp
Local a2p1:ftVec2Dp = New ftVec2Dp
Local a2p2:ftVec2Dp = New ftVec2Dp
Local a3p1:ftVec2Dp = New ftVec2Dp
Local a3p2:ftVec2Dp = New ftVec2Dp
Local a4p1:ftVec2Dp = New ftVec2Dp
Local a4p2:ftVec2Dp = New ftVec2Dp
Local b1p1:ftVec2Dp = New ftVec2Dp
Local b1p2:ftVec2Dp = New ftVec2Dp
Local b2p1:ftVec2Dp = New ftVec2Dp
Local b2p2:ftVec2Dp = New ftVec2Dp
Local b3p1:ftVec2Dp = New ftVec2Dp
Local b3p2:ftVec2Dp = New ftVec2Dp
Local b4p1:ftVec2Dp = New ftVec2Dp
Local b4p2:ftVec2Dp = New ftVec2Dp
' -- Each rectangle defined by 4 lines - 0..3
Local a:tLine2D[] = [New tLine2D,New tLine2D,New tLine2D,New tLine2D]
Local b:tLine2D[] = [New tLine2D,New tLine2D,New tLine2D,New tLine2D]
Local la:tLine2D = New tLine2D
Local lb:tLine2D = New tLine2D
If ftColl_Circle2CircleInBox(pSpriteA , pSpriteB) = False Then Return False
' -- Sprite A
ap1.x = pSpriteA.x1c * pSpriteA.collScale + pSpriteA.xPos
ap1.y = pSpriteA.y1c * pSpriteA.collScale + pSpriteA.yPos
ap2.x = pSpriteA.x2c * pSpriteA.collScale + pSpriteA.xPos
ap2.y = pSpriteA.y2c * pSpriteA.collScale + pSpriteA.yPos
ap3.x = pSpriteA.x3c * pSpriteA.collScale + pSpriteA.xPos
ap3.y = pSpriteA.y3c * pSpriteA.collScale + pSpriteA.yPos
ap4.x = pSpriteA.x4c * pSpriteA.collScale + pSpriteA.xPos
ap4.y = pSpriteA.y4c * pSpriteA.collScale + pSpriteA.yPos
' -- Sprite B
bp1.x = pSpriteB.x1c * pSpriteB.collScale + pSpriteB.xPos
bp1.y = pSpriteB.y1c * pSpriteB.collScale + pSpriteB.yPos
bp2.x = pSpriteB.x2c * pSpriteB.collScale + pSpriteB.xPos
bp2.y = pSpriteB.y2c * pSpriteB.collScale + pSpriteB.yPos
bp3.x = pSpriteB.x3c * pSpriteB.collScale + pSpriteB.xPos
bp3.y = pSpriteB.y3c * pSpriteB.collScale + pSpriteB.yPos
bp4.x = pSpriteB.x4c * pSpriteB.collScale + pSpriteB.xPos
bp4.y = pSpriteB.y4c * pSpriteB.collScale + pSpriteB.yPos
' -- Test for corners inside first - faster
If ftColl_IsIn(bp1, ap1, ap2, ap4) Then Return True
If ftColl_IsIn(bp2, ap1, ap2, ap4) Then Return True
If ftColl_IsIn(bp3, ap1, ap2, ap4) Then Return True
If ftColl_IsIn(bp4, ap1, ap2, ap4) Then Return True
If ftColl_IsIn(ap1, bp1, bp2, bp4) Then Return True
If ftColl_IsIn(ap2, bp1, bp2, bp4) Then Return True
If ftColl_IsIn(ap3, bp1, bp2, bp4) Then Return True
If ftColl_IsIn(ap4, bp1, bp2, bp4) Then Return True
' -- Getting pointers
a1p1 = a[0].p1
a1p2 = a[0].p2
a2p1 = a[1].p1
a2p2 = a[1].p2
a3p1 = a[2].p1
a3p2 = a[2].p2
a4p1 = a[3].p1
a4p2 = a[3].p2
b1p1 = b[0].p1
b1p2 = b[0].p2
b2p1 = b[1].p1
b2p2 = b[1].p2
b3p1 = b[2].p1
b3p2 = b[2].p2
b4p1 = b[3].p1
b4p2 = b[3].p2
' -- Box A
a1p1.x = ap1.x
a1p1.y = ap1.y
a1p2.x = ap2.x
a1p2.y = ap2.y
a2p1.x = ap2.x
a2p1.y = ap2.y
a2p2.x = ap3.x
a2p2.y = ap3.y
a3p1.x = ap3.x
a3p1.y = ap3.y
a3p2.x = ap4.x
a3p2.y = ap4.y
a4p1.x = ap4.x
a4p1.y = ap4.y
a4p2.x = ap1.x
a4p2.y = ap1.y
' -- Box B
b1p1.x = bp1.x
b1p1.y = bp1.y
b1p2.x = bp2.x
b1p2.y = bp2.y
b2p1.x = bp2.x
b2p1.y = bp2.y
b2p2.x = bp3.x
b2p2.y = bp3.y
b3p1.x = bp3.x
b3p1.y = bp3.y
b3p2.x = bp4.x
b3p2.y = bp4.y
b4p1.x = bp4.x
b4p1.y = bp4.y
b4p2.x = bp1.x
b4p2.y = bp1.y
' -- Test for edge intersection
For Local i:Int = 0 To 3
For Local j:Int = 0 To 3
la = a[i]
lb = b[j]
If ftColl_CrossDistance(la, lb, 0) <> -1 Then
Return True
Endif
Next
Next
Return False
End
'-----------------------------------------------------------------------------
Function ftColl_Box2Circle:Bool(obj2:ftObject, obj1:ftObject)
Local rf:Float
Local obj1X:Float
Local obj1Y:Float
Local bp1:ftVec2Dp = New ftVec2Dp
Local bp2:ftVec2Dp = New ftVec2Dp
Local bp3:ftVec2Dp = New ftVec2Dp
Local bp4:ftVec2Dp = New ftVec2Dp
obj1X = obj1.xPos + obj1.handleOffX
obj1Y = obj1.yPos + obj1.handleOffY
If ftColl_PointInsidePolygon(obj2, obj1X, obj1Y) Then Return True
rf = obj1.radius * obj1.scaleX * obj1.collScale
bp1.x = obj2.x1c * obj2.collScale + obj2.xPos
bp1.y = obj2.y1c * obj2.collScale + obj2.yPos
bp2.x = obj2.x2c * obj2.collScale + obj2.xPos
bp2.y = obj2.y2c * obj2.collScale + obj2.yPos
bp3.x = obj2.x3c * obj2.collScale + obj2.xPos
bp3.y = obj2.y3c * obj2.collScale + obj2.yPos
bp4.x = obj2.x4c * obj2.collScale + obj2.xPos
bp4.y = obj2.y4c * obj2.collScale + obj2.yPos
If ftColl_Line2Circle(bp1.x, bp1.y, bp2.x, bp2.y, obj1X, obj1Y, rf) Then Return True
If ftColl_Line2Circle(bp2.x, bp2.y, bp3.x, bp3.y, obj1X, obj1Y, rf) Then Return True
If ftColl_Line2Circle(bp3.x, bp3.y, bp4.x, bp4.y, obj1X, obj1Y, rf) Then Return True
If ftColl_Line2Circle(bp4.x, bp4.y, bp1.x, bp1.y, obj1X, obj1Y, rf) Then Return True
Return False
End
'-----------------------------------------------------------------------------
Function ftColl_Circle2Box:Bool(obj1:ftObject, obj2:ftObject)
Local rf:Float
Local obj1X:Float
Local obj1Y:Float
Local bp1:ftVec2Dp = New ftVec2Dp
Local bp2:ftVec2Dp = New ftVec2Dp
Local bp3:ftVec2Dp = New ftVec2Dp
Local bp4:ftVec2Dp = New ftVec2Dp
obj1X = obj1.xPos + obj1.handleOffX
obj1Y = obj1.yPos + obj1.handleOffY
If ftColl_PointInsidePolygon(obj2, obj1X, obj1Y) Then Return True
rf = obj1.radius * obj1.scaleX * obj1.collScale
bp1.x = obj2.x1c * obj2.collScale + obj2.xPos
bp1.y = obj2.y1c * obj2.collScale + obj2.yPos
bp2.x = obj2.x2c * obj2.collScale + obj2.xPos
bp2.y = obj2.y2c * obj2.collScale + obj2.yPos
bp3.x = obj2.x3c * obj2.collScale + obj2.xPos
bp3.y = obj2.y3c * obj2.collScale + obj2.yPos
bp4.x = obj2.x4c * obj2.collScale + obj2.xPos
bp4.y = obj2.y4c * obj2.collScale + obj2.yPos
If ftColl_Line2Circle(bp1.x, bp1.y, bp2.x, bp2.y, obj1X, obj1Y, rf) Then Return True
If ftColl_Line2Circle(bp2.x, bp2.y, bp3.x, bp3.y, obj1X, obj1Y, rf) Then Return True
If ftColl_Line2Circle(bp3.x, bp3.y, bp4.x, bp4.y, obj1X, obj1Y, rf) Then Return True
If ftColl_Line2Circle(bp4.x, bp4.y, bp1.x, bp1.y, obj1X, obj1Y, rf) Then Return True
Return False
End
'-----------------------------------------------------------------------------
Function ftColl_Circle2Circle:Bool(obj1:ftObject, obj2:ftObject)
Local xf:Float
Local yf:Float
Local rf:Float
xf = (obj1.xPos + obj1.handleOffX) - (obj2.xPos + obj2.handleOffX)
xf *= xf
yf = (obj1.yPos + obj1.handleOffY) - (obj2.yPos + obj2.handleOffY)
yf *= yf
rf = ( obj1.radius * obj1.scaleX * obj1.collScale) + ( obj2.radius * obj2.scaleX * obj2.collScale )
rf *= rf
If (xf+yf) < rf Then Return True
Return False
End
'-----------------------------------------------------------------------------
Function ftColl_Circle2CircleInBox:Bool(obj1:ftObject, obj2:ftObject)
Local xf:Float
Local yf:Float
Local rf:Float
xf = (obj1.xPos + obj1.handleOffX) - (obj2.xPos + obj2.handleOffX)
xf *= xf
yf = (obj1.yPos + obj1.handleOffY) - (obj2.yPos + obj2.handleOffY)
yf *= yf
rf = ((obj1.radius * obj1.scaleX * obj1.collScale) + (obj2.radius * obj2.scaleX * obj2.collScale)) * 1.42
rf *= rf
If (xf+yf) < rf Then Return True
Return False
End
'-----------------------------------------------------------------------------
Function ftColl_Circle2LineObj:Bool(obj1:ftObject, obj2:ftObject)
Local rf:Float
Local obj1X:Float
Local obj1Y:Float
Local bp1:ftVec2Dp = New ftVec2Dp
Local bp2:ftVec2Dp = New ftVec2Dp
obj1X = obj1.xPos + obj1.handleOffX
obj1Y = obj1.yPos + obj1.handleOffY
rf = obj1.radius * obj1.scaleX * obj1.collScale
bp1.x = obj2.x1c * obj2.collScale + obj2.xPos
bp1.y = obj2.y1c * obj2.collScale + obj2.yPos
bp2.x = obj2.x2c * obj2.collScale + obj2.xPos
bp2.y = obj2.y2c * obj2.collScale + obj2.yPos
If ftColl_Line2Circle(bp1.x, bp1.y, bp2.x, bp2.y, obj1X, obj1Y, rf) Then Return True
Return False
End
'-----------------------------------------------------------------------------
Function ftColl_CrossDistance:Float(l1:tLine2D, l2:tLine2D, safetyZone:Float)
' returns distance between p1 and crossing of two lines, -1 when no cross found
Local result:Float ' cross not found
Local q2:Float
Local t2:Float
Local t:Float
Local k1:Float
Local k2:Float
Local xp:Float
Local yp:Float
Local minx1:Float
Local maxx1:Float
Local miny1:Float
Local maxy1:Float
Local minx2:Float
Local maxx2:Float
Local miny2:Float
Local maxy2:Float
Local tmp:Float
Local q1:Float
Local p1start:ftVec2Dp = New ftVec2Dp
Local p1end:ftVec2Dp = New ftVec2Dp
Local p2start:ftVec2Dp = New ftVec2Dp
Local p2end:ftVec2Dp = New ftVec2Dp
result = -1
p1start.x = l1.p1.x
p1start.y = l1.p1.y
p1end.x = l1.p2.x
p1end.y = l1.p2.y
p2start.x = l2.p1.x
p2start.y = l2.p1.y
p2end.x = l2.p2.x
p2end.y = l2.p2.y
t = p1end.x - p1start.x
If t <> 0 Then
k1 = (p1end.y - p1start.y) / t
Else
k1 = 100000.0
Endif
q1 = p1start.x - (k1 * p1start.x)
t = p2end.x - p2start.x
If t <> 0 Then
k2 = (p2end.y - p2start.y) / t
Else
k2 = 100000.0
Endif
q2 = p2start.y - (k2 * p2start.x)
t2 = k2 - k1
If Abs(t2) < 0.0001 Then
yp = 100000.0
xp = 100000.0
Else
yp = (q1*k2-q2*k1) / t2
xp = (q1-q2) / t2
Endif
' special cases
If (p1end.x - p1start.x) = 0 Then
xp = p1start.x
yp = k2*xp+q2
Endif
If (p2end.x - p2start.x) = 0 Then
xp = p2start.x
yp = k1*xp+q1
Endif
' end of special cases
minx1 = Min(p1start.x, p1end.x)
maxx1 = Max(p1start.x, p1end.x)
miny1 = Min(p1start.y, p1end.y)
maxy1 = Max(p1start.y, p1end.y)
minx2 = Min(p2start.x, p2end.x)
maxx2 = Max(p2start.x, p2end.x)
miny2 = Min(p2start.y, p2end.y)
maxy2 = Max(p2start.y, p2end.y)
If xp + safetyZone < minx1 Or
xp - safetyZone > maxx1 Or
yp + safetyZone < miny1 Or
yp - safetyZone > maxy1 Or
xp + safetyZone < minx2 Or
xp - safetyZone > maxx2 Or
yp + safetyZone < miny2 Or
yp - safetyZone > maxy2 Then
result = -1.0
Else
tmp = (xp-p1start.x)*(xp-p1start.x)
tmp = tmp + ((yp-p1start.y)*(yp-p1start.y))
tmp = Sqrt(tmp)
result = tmp
Endif
Return result
End
'-----------------------------------------------------------------------------
Function ftColl_Line2Circle:Bool(x1:Float, y1:Float, x2:Float, y2:Float, px:Float, py:Float, r:Float)
Local sx:Float
Local sy:Float
Local cx:Float
Local cy:Float
Local q:Float
sx = x2 - x1
sy = y2 - y1
q = (((px-x1) * (x2-x1)) + ((py - y1) * (y2-y1))) / ((sx*sx) + (sy*sy))
If q < 0.0 Then q = 0.0
If q > 1.0 Then q = 1.0
cx = ((1-q) * x1) + (q*x2)
cy = ((1-q) * y1) + (q*y2)
Return (ftColl_PointToPointDist(px,py,cx,cy) < r)
'Return (ftColl_PointToPointDist_Square(px,py,cx,cy) < (r*r))
End
'-----------------------------------------------------------------------------
Function ftColl_Line2Line:Bool( x0:Float, y0:Float , x1:Float, y1:Float,x2:Float ,y2:Float, x3:Float, y3:Float )
Local n:Float=(y0-y2)*(x3-x2)-(x0-x2)*(y3-y2)
Local d:Float=(x1-x0)*(y3-y2)-(y1-y0)*(x3-x2)
If Abs(d) < 0.0001
' Lines are parallel!
Return False
Else
' Lines might cross!
Local Sn:Float=(y0-y2)*(x1-x0)-(x0-x2)*(y1-y0)
Local AB:Float=n/d
If AB>0.0 And AB<1.0
Local CD:Float=Sn/d
If CD>0.0 And CD<1.0
' Intersection Point
Local X:Float=x0+AB*(x1-x0)
Local Y:Float=y0+AB*(y1-y0)
Return True
End If
End If
' Lines didn't cross, because the intersection was beyond the end points of the lines
Endif
' Lines do Not cross!
Return False
End
'-----------------------------------------------------------------------------
Function ftColl_PointInsideBound:Bool(obj:ftObject, px:Float, py:Float)
Local t:Float
Local b:Float
Local l:Float
Local r:Float
Local hys:Float
Local wxs:Float
wxs = obj.w * obj.scaleX * obj.collScale
hys = obj.h * obj.scaleY * obj.collScale
l = obj.xPos + obj.handleOffX - (wxs/2.0)
r = l + wxs
t = obj.yPos + obj.handleOffY - (hys/2.0)
b += t + hys
If px < l Or px > r Or py < t Or py > b Then Return False
Return True
End
'-----------------------------------------------------------------------------
Function ftColl_PointInsideCircle:Bool(obj:ftObject, _px:Float, _py:Float)
Local xf:Float
Local yf:Float
Local rf:Float
xf = (obj.xPos + obj.handleOffX - _px)
xf = (xf * xf)
yf = (obj.yPos + obj.handleOffY - _py)
yf = (yf * yf)
rf = (obj.radius * obj.scaleX * obj.collScale)
rf = (rf * rf)
If ((xf+yf) <= rf) Then Return True
Return False
End
'-----------------------------------------------------------------------------
Function ftColl_PointInsidePolygon:Bool(obj:ftObject, px:Float, py:Float)
Local cx:Float
Local cy:Float
Local SinVal:Float
Local CosVal:Float
Local t:Float
Local b:Float
Local l:Float
Local r:Float
Local hys:Float
Local wxs:Float
SinVal = Sin(-obj.angle)
CosVal = Cos(-obj.angle)
cx = px - obj.xPos
cy = py - obj.yPos
px =(cx*CosVal) - (cy*SinVal) + obj.xPos
py =(cy*CosVal) + (cx*SinVal) + obj.yPos
wxs = obj.w * obj.scaleX * obj.collScale
hys = obj.h * obj.scaleY * obj.collScale
l = obj.xPos + obj.handleOffX - (wxs/2.0)
r = l + wxs
t = obj.yPos + obj.handleOffY - (hys/2.0)
b += t + hys
If px < l Or px > r Or py < t Or py > b Then Return False
Return True
End
'-----------------------------------------------------------------------------
Function ftColl_PointToPointDist:Float( x1:Float, y1:Float, x2:Float, y2:Float )
Local dx:Float
Local dy:Float
dx = x1 - x2
dy = y1 - y2
Return Sqrt((dx*dx) + (dy*dy))
End
'-----------------------------------------------------------------------------
Function ftColl_PointToPointDist_Square:Float( x1:Float, y1:Float, x2:Float, y2:Float )
Local dx:Float
Local dy:Float
dx = x1 - x2
dy = y1 - y2
Return (dx*dx) + (dy*dy)
End
'-----------------------------------------------------------------------------
Function ftColl_Vec2DotProduct:Float(v1:ftVec2Dp, v2:ftVec2Dp)
Return (v1.x*v2.x + v1.y*v2.y)
End
'***************************************
Class tLine2D
Field p1:ftVec2Dp
Field p2:ftVec2Dp
'------------------------------------------
Method New()
p1 = New ftVec2Dp
p2 = New ftVec2Dp
End
End
#rem
footer:This fantomCX framework is released under the MIT license:
[quote]Copyright (c) 2011-2018 Michael Hartlef
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the software, and to permit persons to whom the software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
[/quote]
#end