As it stands, there's nothing in the engine which determines point-to-
poly collision at the moment. I like the solution in #1, but it seems
intensive to perform that. Solution 3 looks good too. At some point,
I'll probably add a way, in Math2D, to do simple point-to-poly
collision.
- Brett
On Dec 17, 9:40 am, Rodrigo Moraes <rodrigo.mor...@gmail.com> wrote:
> PS: I'm using an algorithm i got fromhttp://local.wasp.uwa.edu.au/~pbourke/geometry/insidepoly/