Add comment in CheckCollisionSpheres()
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src/models.c
19
src/models.c
@ -2472,7 +2472,24 @@ void DrawBoundingBox(BoundingBox box, Color color)
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// Detect collision between two spheres
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bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB)
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{
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return Vector3DotProduct(Vector3Subtract(centerB,centerA),Vector3Subtract(centerB,centerA))<=(radiusA+radiusB)*(radiusA+radiusB);
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bool collision = false;
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// Simple way to check for collision, just checking distance between two points
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// Unfortunately, sqrtf() is a costly operation, so we avoid it with following solution
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/*
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float dx = centerA.x - centerB.x; // X distance between centers
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float dy = centerA.y - centerB.y; // Y distance between centers
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float dz = centerA.z - centerB.z; // Y distance between centers
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float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
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if (distance <= (radiusA + radiusB)) collision = true;
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*/
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// Check for distances squared to avoid sqrtf()
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collision = (Vector3DotProduct(Vector3Subtract(centerB, centerA), Vector3Subtract(centerB, centerA)) <= (radiusA + radiusB)*(radiusA + radiusB));
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return collision;
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}
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// Detect collision between two boxes
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