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| author | raysan5 <[email protected]> | 2019-07-28 15:33:55 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2019-07-28 15:33:55 +0200 |
| commit | b83d165764cd81de8bd5a0bb8260117787f419a4 (patch) | |
| tree | e8ac195716879ea0471d5e1f26a7755fc0d8a2f6 /src/models.c | |
| parent | 895f9613d21ecab734ddddec7159dc5e80d92d31 (diff) | |
| download | raylib-b83d165764cd81de8bd5a0bb8260117787f419a4.tar.gz raylib-b83d165764cd81de8bd5a0bb8260117787f419a4.zip | |
Replace tabs by spaces
Diffstat (limited to 'src/models.c')
| -rw-r--r-- | src/models.c | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/models.c b/src/models.c index 1d5a0a38..6110051c 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; // Y 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; */ |
