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https://github.com/raysan5/raylib.git
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Removed trailing spaces
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@@ -6,12 +6,12 @@
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* Shapes can be draw using 3 types of primitives: LINES, TRIANGLES and QUADS.
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* Some functions implement two drawing options: TRIANGLES and QUADS, by default TRIANGLES
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* are used but QUADS implementation can be selected with SUPPORT_QUADS_DRAW_MODE define
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*
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* Some functions define texture coordinates (rlTexCoord2f()) for the shapes and use a
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*
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* Some functions define texture coordinates (rlTexCoord2f()) for the shapes and use a
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* user-provided texture with SetShapesTexture(), the pourpouse of this implementation
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* is allowing to reduce draw calls when combined with a texture-atlas.
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*
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* By default, raylib sets the default texture and rectangle at InitWindow()[rcore] to one
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* By default, raylib sets the default texture and rectangle at InitWindow()[rcore] to one
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* white character of default font [rtext], this way, raylib text and shapes can be draw with
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* a single draw call and it also allows users to configure it the same way with their own fonts.
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*
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@@ -723,7 +723,7 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
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rlCheckRenderBatchLimit(4);
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rlSetTexture(texShapes.id);
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rlBegin(RL_QUADS);
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rlNormal3f(0.0f, 0.0f, 1.0f);
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@@ -742,13 +742,13 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
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rlVertex2f(topRight.x, topRight.y);
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rlEnd();
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rlSetTexture(0);
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#else
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rlCheckRenderBatchLimit(6);
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(topLeft.x, topLeft.y);
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@@ -1609,7 +1609,7 @@ bool CheckCollisionPointRec(Vector2 point, Rectangle rec)
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bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius)
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{
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bool collision = false;
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collision = CheckCollisionCircles(point, 0, center, radius);
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return collision;
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@@ -1681,7 +1681,7 @@ bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
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(dy - rec.height/2.0f)*(dy - rec.height/2.0f);
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collision = (cornerDistanceSq <= (radius*radius));
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return collision;
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}
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@@ -1695,10 +1695,10 @@ bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2,
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if (fabsf(div) >= FLT_EPSILON)
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{
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collision = true;
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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;
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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;
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if (((fabsf(startPos1.x - endPos1.x) > FLT_EPSILON) && (xi < fminf(startPos1.x, endPos1.x) || (xi > fmaxf(startPos1.x, endPos1.x)))) ||
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((fabsf(startPos2.x - endPos2.x) > FLT_EPSILON) && (xi < fminf(startPos2.x, endPos2.x) || (xi > fmaxf(startPos2.x, endPos2.x)))) ||
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((fabsf(startPos1.y - endPos1.y) > FLT_EPSILON) && (yi < fminf(startPos1.y, endPos1.y) || (yi > fmaxf(startPos1.y, endPos1.y)))) ||
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