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REVIEW: CheckCollisionSpheres() params naming

pull/1467/head
Ray před 4 roky
rodič
revize
9097d0b4ef
2 změnil soubory, kde provedl 7 přidání a 7 odebrání
  1. +6
    -6
      src/models.c
  2. +1
    -1
      src/raylib.h

+ 6
- 6
src/models.c Zobrazit soubor

@ -2745,24 +2745,24 @@ void DrawBoundingBox(BoundingBox box, Color color)
}
// Detect collision between two spheres
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB)
bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2)
{
bool collision = false;
// 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; // Z distance between centers
float dx = center1.x - center2.x; // X distance between centers
float dy = center1.y - center2.y; // Y distance between centers
float dz = center1.z - center2.z; // Z distance between centers
float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
if (distance <= (radiusA + radiusB)) collision = true;
if (distance <= (radius1 + radius2)) collision = true;
*/
// Check for distances squared to avoid sqrtf()
if (Vector3DotProduct(Vector3Subtract(centerB, centerA), Vector3Subtract(centerB, centerA)) <= (radiusA + radiusB)*(radiusA + radiusB)) collision = true;
if (Vector3DotProduct(Vector3Subtract(center2, center1), Vector3Subtract(center2, center1)) <= (radius1 + radius2)*(radius1 + radius2)) collision = true;
return collision;
}

+ 1
- 1
src/raylib.h Zobrazit soubor

@ -1380,7 +1380,7 @@ RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 center, float size, Color tint); // Draw a billboard texture defined by source
// Collision detection functions
RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Detect collision between two spheres
RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere
RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere

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