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authorraysan5 <[email protected]>2016-10-31 20:39:03 +0100
committerraysan5 <[email protected]>2016-10-31 20:39:03 +0100
commit673dcf94364d37f3d52285ac27c88707ae567872 (patch)
tree23e63c55662410be2c3147aac1ddc3e950cc47df /src/shapes.c
parentcc917fbac6e7007fdb744afaf8f0879c984d95af (diff)
downloadraylib-673dcf94364d37f3d52285ac27c88707ae567872.tar.gz
raylib-673dcf94364d37f3d52285ac27c88707ae567872.zip
Comments tweaks
Diffstat (limited to 'src/shapes.c')
-rw-r--r--src/shapes.c15
1 files changed, 7 insertions, 8 deletions
diff --git a/src/shapes.c b/src/shapes.c
index 62076b2c..79cf567a 100644
--- a/src/shapes.c
+++ b/src/shapes.c
@@ -4,7 +4,7 @@
*
* Basic functions to draw 2d Shapes and check collisions
*
-* Copyright (c) 2014 Ramon Santamaria (@raysan5)
+* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@@ -25,9 +25,8 @@
#include "raylib.h"
-#include <stdlib.h> // Required for abs() function
-#include <math.h> // Math related functions, sin() and cos() used on DrawCircle*
- // sqrt() and pow() and abs() used on CheckCollision*
+#include <stdlib.h> // Required for: abs()
+#include <math.h> // Required for: sinf(), cosf(), sqrtf()
#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
@@ -331,8 +330,8 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(0, 0);
- rlVertex2f(sin(DEG2RAD*i)*radius, cos(DEG2RAD*i)*radius);
- rlVertex2f(sin(DEG2RAD*(i + 360/sides))*radius, cos(DEG2RAD*(i + 360/sides))*radius);
+ rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius);
+ rlVertex2f(sinf(DEG2RAD*(i + 360/sides))*radius, cosf(DEG2RAD*(i + 360/sides))*radius);
}
rlEnd();
rlPopMatrix();
@@ -434,7 +433,7 @@ bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, floa
float dx = center2.x - center1.x; // X distance between centers
float dy = center2.y - center1.y; // Y distance between centers
- float distance = sqrt(dx*dx + dy*dy); // Distance between centers
+ float distance = sqrtf(dx*dx + dy*dy); // Distance between centers
if (distance <= (radius1 + radius2)) collision = true;
@@ -457,7 +456,7 @@ bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
if (dx <= (rec.width/2)) { return true; }
if (dy <= (rec.height/2)) { return true; }
- float cornerDistanceSq = pow(dx - rec.width/2, 2) + pow(dy - rec.height/2, 2);
+ float cornerDistanceSq = (dx - rec.width/2)*(dx - rec.width/2) + (dy - rec.height/2)*(dy - rec.height/2);
return (cornerDistanceSq <= (radius*radius));
}