diff options
author | JAROWMR <jarorutjes07@gmail.com> | 2024-12-06 12:42:20 +0100 |
---|---|---|
committer | JAROWMR <jarorutjes07@gmail.com> | 2024-12-06 12:42:20 +0100 |
commit | 5350944a3967042e3eb1136859660addaa771593 (patch) | |
tree | a5bcf7af7d9bfd510e98fd43a15a518c590c4eed /src | |
parent | f4a182547e02bafaf996b7f504344c2e28d19254 (diff) |
removed round
Diffstat (limited to 'src')
-rw-r--r-- | src/crepe/system/CollisionSystem.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index 9da08cb..44ea7ee 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -509,10 +509,10 @@ bool CollisionSystem::get_box_circle_collision(const BoxCollider & box1, // Calculate the distance squared between the circle's center and the closest point on the box float distance_x = final_position2.x - closest_x; float distance_y = final_position2.y - closest_y; - float distance_squared = std::round(distance_x * distance_x + distance_y * distance_y); + float distance_squared = distance_x * distance_x + distance_y * distance_y; // Compare distance squared with the square of the circle's radius - return distance_squared < std::round(circle2.radius * circle2.radius); + return distance_squared < circle2.radius * circle2.radius; } bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1, @@ -527,13 +527,13 @@ bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1 float distance_x = final_position1.x - final_position2.x; float distance_y = final_position1.y - final_position2.y; - float distance_squared = std::round(distance_x * distance_x + distance_y * distance_y); + float distance_squared = distance_x * distance_x + distance_y * distance_y; // Calculate the sum of the radii float radius_sum = circle1.radius + circle2.radius; // Check if the distance between the centers is less than or equal to the sum of the radii - return distance_squared < std::round(radius_sum * radius_sum); + return distance_squared < radius_sum * radius_sum; } vec2 CollisionSystem::get_current_position(const vec2 & collider_offset, |