Removed trailing spaces

This commit is contained in:
raysan5
2022-02-18 20:30:46 +01:00
parent 963de06d08
commit d4382f4a52
7 changed files with 106 additions and 106 deletions

View File

@@ -6,12 +6,12 @@
* Shapes can be draw using 3 types of primitives: LINES, TRIANGLES and QUADS.
* Some functions implement two drawing options: TRIANGLES and QUADS, by default TRIANGLES
* are used but QUADS implementation can be selected with SUPPORT_QUADS_DRAW_MODE define
*
* Some functions define texture coordinates (rlTexCoord2f()) for the shapes and use a
*
* Some functions define texture coordinates (rlTexCoord2f()) for the shapes and use a
* user-provided texture with SetShapesTexture(), the pourpouse of this implementation
* is allowing to reduce draw calls when combined with a texture-atlas.
*
* By default, raylib sets the default texture and rectangle at InitWindow()[rcore] to one
* By default, raylib sets the default texture and rectangle at InitWindow()[rcore] to one
* white character of default font [rtext], this way, raylib text and shapes can be draw with
* a single draw call and it also allows users to configure it the same way with their own fonts.
*
@@ -723,7 +723,7 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
rlCheckRenderBatchLimit(4);
rlSetTexture(texShapes.id);
rlBegin(RL_QUADS);
rlNormal3f(0.0f, 0.0f, 1.0f);
@@ -742,13 +742,13 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
rlVertex2f(topRight.x, topRight.y);
rlEnd();
rlSetTexture(0);
#else
rlCheckRenderBatchLimit(6);
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(topLeft.x, topLeft.y);
@@ -1609,7 +1609,7 @@ bool CheckCollisionPointRec(Vector2 point, Rectangle rec)
bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius)
{
bool collision = false;
collision = CheckCollisionCircles(point, 0, center, radius);
return collision;
@@ -1681,7 +1681,7 @@ bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
(dy - rec.height/2.0f)*(dy - rec.height/2.0f);
collision = (cornerDistanceSq <= (radius*radius));
return collision;
}
@@ -1695,10 +1695,10 @@ bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2,
if (fabsf(div) >= FLT_EPSILON)
{
collision = true;
float xi = ((startPos2.x - endPos2.x)*(startPos1.x*endPos1.y - startPos1.y*endPos1.x) - (startPos1.x - endPos1.x)*(startPos2.x*endPos2.y - startPos2.y*endPos2.x))/div;
float yi = ((startPos2.y - endPos2.y)*(startPos1.x*endPos1.y - startPos1.y*endPos1.x) - (startPos1.y - endPos1.y)*(startPos2.x*endPos2.y - startPos2.y*endPos2.x))/div;
if (((fabsf(startPos1.x - endPos1.x) > FLT_EPSILON) && (xi < fminf(startPos1.x, endPos1.x) || (xi > fmaxf(startPos1.x, endPos1.x)))) ||
((fabsf(startPos2.x - endPos2.x) > FLT_EPSILON) && (xi < fminf(startPos2.x, endPos2.x) || (xi > fmaxf(startPos2.x, endPos2.x)))) ||
((fabsf(startPos1.y - endPos1.y) > FLT_EPSILON) && (yi < fminf(startPos1.y, endPos1.y) || (yi > fmaxf(startPos1.y, endPos1.y)))) ||