REVIEWED: Formatting, follow raylib coding conventions

This commit is contained in:
Ray
2024-06-30 11:37:58 +02:00
parent 13e3092511
commit 1e1061d5c7
11 changed files with 77 additions and 78 deletions

View File

@@ -2235,10 +2235,10 @@ bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, floa
float dx = center2.x - center1.x; // X distance between centers
float dy = center2.y - center1.y; // Y distance between centers
float distanceSquared = dx * dx + dy * dy; // Distance between centers squared
float distanceSquared = dx*dx + dy*dy; // Distance between centers squared
float radiusSum = radius1 + radius2;
collision = (distanceSquared <= (radiusSum * radiusSum));
collision = (distanceSquared <= (radiusSum*radiusSum));
return collision;
}
@@ -2329,17 +2329,17 @@ RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Ve
return CheckCollisionCircles(p1, 0, center, radius);
}
float lengthSQ = ((dx * dx) + (dy * dy));
float dotProduct = (((center.x - p1.x) * (p2.x - p1.x)) + ((center.y - p1.y) * (p2.y - p1.y))) / (lengthSQ);
float lengthSQ = ((dx*dx) + (dy*dy));
float dotProduct = (((center.x - p1.x)*(p2.x - p1.x)) + ((center.y - p1.y)*(p2.y - p1.y)))/(lengthSQ);
if (dotProduct > 1.0f) dotProduct = 1.0f;
else if (dotProduct < 0.0f) dotProduct = 0.0f;
float dx2 = (p1.x - (dotProduct * (dx))) - center.x;
float dy2 = (p1.y - (dotProduct * (dy))) - center.y;
float distanceSQ = ((dx2 * dx2) + (dy2 * dy2));
float dx2 = (p1.x - (dotProduct*(dx))) - center.x;
float dy2 = (p1.y - (dotProduct*(dy))) - center.y;
float distanceSQ = ((dx2*dx2) + (dy2*dy2));
return (distanceSQ <= radius * radius);
return (distanceSQ <= radius*radius);
}
// Get collision rectangle for two rectangles collision