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Code gardening
REVIEWED: Some early returns, avoid if possible REVIEWED: Some return variable names, for consistency, rename `success` to `result`
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@ -2348,16 +2348,18 @@ bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
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float dx = fabsf(center.x - recCenterX);
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float dy = fabsf(center.y - recCenterY);
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if (dx > (rec.width/2.0f + radius)) { return false; }
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if (dy > (rec.height/2.0f + radius)) { return false; }
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if ((dx <= (rec.width/2.0f + radius)) && (dy <= (rec.height/2.0f + radius)))
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{
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if (dx <= (rec.width/2.0f)) collision = true;
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else if (dy <= (rec.height/2.0f)) collision = true;
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else
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{
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float cornerDistanceSq = (dx - rec.width/2.0f)*(dx - rec.width/2.0f) +
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(dy - rec.height/2.0f)*(dy - rec.height/2.0f);
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if (dx <= (rec.width/2.0f)) { return true; }
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if (dy <= (rec.height/2.0f)) { return true; }
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float cornerDistanceSq = (dx - rec.width/2.0f)*(dx - rec.width/2.0f) +
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(dy - rec.height/2.0f)*(dy - rec.height/2.0f);
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collision = (cornerDistanceSq <= (radius*radius));
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collision = (cornerDistanceSq <= (radius*radius));
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}
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}
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return collision;
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}
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@ -2418,25 +2420,31 @@ bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshol
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// Check if circle collides with a line created between two points [p1] and [p2]
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bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2)
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{
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bool collision = false;
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float dx = p1.x - p2.x;
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float dy = p1.y - p2.y;
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if ((fabsf(dx) + fabsf(dy)) <= FLT_EPSILON)
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{
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return CheckCollisionCircles(p1, 0, center, radius);
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collision = CheckCollisionCircles(p1, 0, center, radius);
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}
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else
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{
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float lengthSQ = ((dx*dx) + (dy*dy));
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float dotProduct = (((center.x - p1.x)*(p2.x - p1.x)) + ((center.y - p1.y)*(p2.y - p1.y)))/(lengthSQ);
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if (dotProduct > 1.0f) dotProduct = 1.0f;
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else if (dotProduct < 0.0f) dotProduct = 0.0f;
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float dx2 = (p1.x - (dotProduct*(dx))) - center.x;
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float dy2 = (p1.y - (dotProduct*(dy))) - center.y;
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float distanceSQ = ((dx2*dx2) + (dy2*dy2));
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if (distanceSQ <= radius*radius) collision = true;
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}
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float lengthSQ = ((dx*dx) + (dy*dy));
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float dotProduct = (((center.x - p1.x)*(p2.x - p1.x)) + ((center.y - p1.y)*(p2.y - p1.y)))/(lengthSQ);
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if (dotProduct > 1.0f) dotProduct = 1.0f;
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else if (dotProduct < 0.0f) dotProduct = 0.0f;
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float dx2 = (p1.x - (dotProduct*(dx))) - center.x;
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float dy2 = (p1.y - (dotProduct*(dy))) - center.y;
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float distanceSQ = ((dx2*dx2) + (dy2*dy2));
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return (distanceSQ <= radius*radius);
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return collision;
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}
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// Get collision rectangle for two rectangles collision
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