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authorRay <[email protected]>2020-12-19 20:05:32 +0100
committerRay <[email protected]>2020-12-19 20:05:32 +0100
commit9097d0b4ef135461867db2889669125da63f9c57 (patch)
tree9206df271a643199043e81a0d57c2a017ab296c6 /src/models.c
parentf30354fc35195b1244c32195cc263a67d5d263fa (diff)
downloadraylib-9097d0b4ef135461867db2889669125da63f9c57.tar.gz
raylib-9097d0b4ef135461867db2889669125da63f9c57.zip
REVIEW: CheckCollisionSpheres() params naming
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/models.c b/src/models.c
index b74768b8..b1ef9f8a 100644
--- a/src/models.c
+++ b/src/models.c
@@ -2745,24 +2745,24 @@ void DrawBoundingBox(BoundingBox box, Color color)
}
// Detect collision between two spheres
-bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB)
+bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2)
{
bool collision = false;
// 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; // Z distance between centers
+ float dx = center1.x - center2.x; // X distance between centers
+ float dy = center1.y - center2.y; // Y distance between centers
+ float dz = center1.z - center2.z; // Z distance between centers
float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
- if (distance <= (radiusA + radiusB)) collision = true;
+ if (distance <= (radius1 + radius2)) collision = true;
*/
// Check for distances squared to avoid sqrtf()
- if (Vector3DotProduct(Vector3Subtract(centerB, centerA), Vector3Subtract(centerB, centerA)) <= (radiusA + radiusB)*(radiusA + radiusB)) collision = true;
+ if (Vector3DotProduct(Vector3Subtract(center2, center1), Vector3Subtract(center2, center1)) <= (radius1 + radius2)*(radius1 + radius2)) collision = true;
return collision;
}