CheckCollisionPointTriangle method

  1. @override
bool CheckCollisionPointTriangle(
  1. Vector2D point,
  2. Vector2D p1,
  3. Vector2D p2,
  4. Vector2D p3,
)
override

Check if point is inside a triangle

Implementation

@override
bool CheckCollisionPointTriangle(
  Vector2D point,
  Vector2D p1,
  Vector2D p2,
  Vector2D p3,
) => _ffi.CheckCollisionPointTriangle(
  $.Vector2$.Ref1(point).asNativePointer<Vector2C>().ref,
  $.Vector2$.Ref2(p1).asNativePointer<Vector2C>().ref,
  $.Vector2$.Ref3(p2).asNativePointer<Vector2C>().ref,
  $.Vector2$.Ref4(p3).asNativePointer<Vector2C>().ref,
);