optimize
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@ -32,7 +32,7 @@ int main(void)
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//----------------------------------------------------------
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Vector2 p0 = { 0,0 };
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Vector2 p0 = { 100,100 };
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Vector2 p1 = { 300,300 };
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@ -2325,18 +2325,18 @@ RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Ve
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// get length of line
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float dx = p1.x - p2.x;
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float dy = p1.y - p2.y;
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float length = sqrtf((dx * dx) + (dy * dy));
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float length_sqr = ((dx * dx) + (dy * dy));
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// dot product
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float dotProduct = (((center.x - p1.x) * (p2.x - p1.x)) + ((center.y - p1.y) * (p2.y - p1.y))) / (length * length);
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float dotProduct = (((center.x - p1.x) * (p2.x - p1.x)) + ((center.y - p1.y) * (p2.y - p1.y))) / (length_sqr);
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// closest point on line
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float closeX = p1.x + (dotProduct * (p2.x - p1.x));
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float closeY = p1.y + (dotProduct * (p2.y - p1.y));
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Vector2 close = { closeX, closeY };
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//is the point on the segment?
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bool onSegment = CheckCollisionPointLine(close, p1, p2, 1);
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if (!onSegment) return false;
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@ -2344,9 +2344,9 @@ RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Ve
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dx = closeX - center.x;
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dy = closeY - center.y;
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float distance = sqrtf((dx * dx) + (dy * dy));
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float distance_sqr = ((dx * dx) + (dy * dy));
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if (distance <= radius) return true;
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if (distance_sqr <= radius * radius) return true;
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return false;
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}
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