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REVIEW: CheckCollisionSpheres() params naming

Ray 4 年之前
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9097d0b4ef
共有 2 个文件被更改,包括 7 次插入7 次删除
  1. 6 6
      src/models.c
  2. 1 1
      src/raylib.h

+ 6 - 6
src/models.c

@@ -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

@@ -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