// Finds out if the two given circles are intersecting public bool intersects(ref BVCircle collider) { return (Math.Abs(Mathx.calcLength(pPos.x-collider.pPos.x, pPos.y-collider.pPos.y))<= (pRadius+collider.pRadius)); }
public bool intersects(BVCircle collider) { return intersects(ref collider); }
// Finds if the rectangle and the circle collide together public bool intersects(ref BVCircle collider) { // Variables float n= 0f; Point3f[] p= points; for(int i= 0; i< p.Length; i++) { if(collider.contains(ref p[i])) return true; } if(collider.pPos.x< pMin.x) n+= (collider.pPos.x-pMin.x)*(collider.pPos.x-pMin.x); else if(collider.pPos.x> pMax.x) n+= (collider.pPos.x-pMax.x)*(collider.pPos.x-pMax.x); if(collider.pPos.y< pMin.y) n+= (collider.pPos.y-pMin.y)*(collider.pPos.y-pMin.y); else if(collider.pPos.y> pMax.y) n+= (collider.pPos.y-pMax.y)*(collider.pPos.y-pMax.y); if(n<= (collider.radius*collider.radius)) return true; return false; }