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authorraysan5 <[email protected]>2019-07-28 15:33:55 +0200
committerraysan5 <[email protected]>2019-07-28 15:33:55 +0200
commitb83d165764cd81de8bd5a0bb8260117787f419a4 (patch)
treee8ac195716879ea0471d5e1f26a7755fc0d8a2f6 /src/models.c
parent895f9613d21ecab734ddddec7159dc5e80d92d31 (diff)
downloadraylib-b83d165764cd81de8bd5a0bb8260117787f419a4.tar.gz
raylib-b83d165764cd81de8bd5a0bb8260117787f419a4.zip
Replace tabs by 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 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;
*/