From 89c16baf182aed201b75b99a253c0b074ffffeed Mon Sep 17 00:00:00 2001 From: Leandro Gabriel <45115495+VelocityIsNotSpeed@users.noreply.github.com> Date: Sat, 3 Aug 2019 06:07:41 -0300 Subject: Replace tabs with spaces and update year of copyright notices (#927) * Update year of copyright notices * Fix mistake in comment * Fix typo ("algorythms") * Replace tabs with spaces * Remove trailing whitespace and fix mistake in comment * Fix ExportImageAsCode missing comment rectangle corner * Replace tab with spaces * Replace tabs with spaces --- src/models.c | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'src/models.c') diff --git a/src/models.c b/src/models.c index 6110051c..ee625906 100644 --- a/src/models.c +++ b/src/models.c @@ -2480,11 +2480,11 @@ bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, floa // 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; // Y distance between centers + 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 distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers + float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers if (distance <= (radiusA + radiusB)) collision = true; */ -- cgit v1.2.3