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Raycasting

Often there is a need to check for collisions between objects in events such as step or draw. For that, functions below were designed. They allow to check whether two shapes overlap and if so, to obtain exact points of contact. Often, multiple variants of a specific function exist providing various levels of detail. To achieve a good performance it is wise to use only as detailed variant as needed. For example, in case you'd like to know whether two rectangles overlap, is is not necessary to call rectangle_in_rectangle_all which returns a List<Vector2> of colliding points but takes quite a few CPU cycles to compute.
- intercept_course
- triangle_in_triangle_all
- rectangle_in_rectangle
- rectangle_in_rectangle_all
- line_in_rectangle_rotated_all
- line_in_rectangle_rotated_any
- line_in_rectangle_rotated_furthest
- line_in_rectangle_rotated_nearest
- line_in_line
- point_in_line
- point_in_circle
- convex_hull
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