Update CheckCollisionSpheres() to avoid sqrt

Square root calls are computationally expensive.  In this case, they can be avoided.  Instead of checking distance<RadA+RadB, check distance squared against (RadA+RadB) squared.  The dot product of Vector3Subtract(B,A) with itself gives distance squared, so I used this code instead of an element-by-element computation of distance squared.  The only downside is that your geometric code is very readable, whereas this is less so.
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ProfJski 2019-05-08 13:54:12 -04:00 committed by GitHub
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commit d3dae38449
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1 changed files with 1 additions and 11 deletions

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@ -2472,17 +2472,7 @@ void DrawBoundingBox(BoundingBox box, Color color)
// Detect collision between two spheres
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB)
{
bool collision = false;
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; // Y distance between centers
float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
if (distance <= (radiusA + radiusB)) collision = true;
return collision;
return Vector3DotProduct(Vector3Subtract(B,A),Vector3Subtract(B,A))<=(RadA+RadB)*(RadA+RadB);
}
// Detect collision between two boxes