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REVIEWED: CheckCollisionPointLine()

Use fabsf() instead of abs()
pull/1696/head
raysan5 3 years ago
parent
commit
8e51e6d1df
1 changed files with 2 additions and 3 deletions
  1. +2
    -3
      src/shapes.c

+ 2
- 3
src/shapes.c View File

@ -1555,11 +1555,10 @@ bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshol
float dyl = p2.y - p1.y;
float cross = dxc*dyl - dyc*dxl;
if (abs(cross) < threshold*fmaxf(fabsf(dxl), fabsf(dyl)))
if (fabsf(cross) < (threshold*fmaxf(fabsf(dxl), fabsf(dyl))))
{
if (fabsf(dxl) >= fabsf(dyl)) collision = (dxl > 0)? ((p1.x <= point.x) && (point.x <= p2.x)) : ((p2.x <= point.x) && (point.x <= p1.x));
else
collision = (dyl > 0)? ((p1.y <= point.y) && (point.y <= p2.y)) : ((p2.y <= point.y) && (point.y <= p1.y));
else collision = (dyl > 0)? ((p1.y <= point.y) && (point.y <= p2.y)) : ((p2.y <= point.y) && (point.y <= p1.y));
}
return collision;

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