From 8e51e6d1dff309f9fa51bfd6cf45dee2da1b89b4 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Wed, 31 Mar 2021 18:40:33 +0200 Subject: [PATCH] REVIEWED: CheckCollisionPointLine() Use fabsf() instead of abs() --- src/shapes.c | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/src/shapes.c b/src/shapes.c index 789a1f70..7ab947ba 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -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;