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authorLeandro Gabriel <[email protected]>2019-08-03 06:07:41 -0300
committerRay <[email protected]>2019-08-03 11:07:41 +0200
commit89c16baf182aed201b75b99a253c0b074ffffeed (patch)
tree90edca66ea7b4c9c83aab26daa2496b770206ab5 /src/models.c
parent68ffbc06c74b717946d1bcb3a7e433d5fb859c85 (diff)
downloadraylib-89c16baf182aed201b75b99a253c0b074ffffeed.tar.gz
raylib-89c16baf182aed201b75b99a253c0b074ffffeed.zip
Replace tabs with spaces and update year of copyright notices (#927)
* Update year of copyright notices * Fix mistake in comment * Fix typo ("algorythms") * Replace tabs with spaces * Remove trailing whitespace and fix mistake in comment * Fix ExportImageAsCode missing comment rectangle corner * Replace tab with spaces * Replace tabs with spaces
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/models.c b/src/models.c
index 6110051c..ee625906 100644
--- a/src/models.c
+++ b/src/models.c
@@ -2480,11 +2480,11 @@ bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, floa
// Simple way to check for collision, just checking distance between two points
// Unfortunately, sqrtf() is a costly operation, so we avoid it with following solution
/*
- float dx = centerA.x - centerB.x; // X distance between centers
- float dy = centerA.y - centerB.y; // Y distance between centers
- float dz = centerA.z - centerB.z; // Y distance between centers
+ float dx = centerA.x - centerB.x; // X distance between centers
+ float dy = centerA.y - centerB.y; // Y distance between centers
+ float dz = centerA.z - centerB.z; // Z distance between centers
- float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
+ float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
if (distance <= (radiusA + radiusB)) collision = true;
*/