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simplify CheckCollisionSpheres using Vector3DistanceSqr (#5695)
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@ -4085,7 +4085,8 @@ bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, floa
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*/
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*/
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// Check for distances squared to avoid sqrtf()
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// Check for distances squared to avoid sqrtf()
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if (Vector3DotProduct(Vector3Subtract(center2, center1), Vector3Subtract(center2, center1)) <= (radius1 + radius2)*(radius1 + radius2)) collision = true;
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float radSum = radius1 + radius2;
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if (Vector3DistanceSqr(center1, center2) <= radSum*radSum) collision = true;
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return collision;
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return collision;
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}
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}
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